anchor.diff:    final int size;
   
     _GLAttributeInfo(this.glProgram, this.location, WebGL.ActiveInfo activeInfo)
  -      : name = activeInfo.name, type = activeInfo.type, size = activeInfo.size;
  +      : name = activeInfo.name,
  +        type = activeInfo.type,
  +        size = activeInfo.size;
   }
   
   /// Information about an active rendering program uniform variable.
  
positive.code: 
      // Set up uniform info
      final activeUniforms =
      glContext.getProgramParameter(glProgramObject, WebGL.ACTIVE_UNIFORMS);
      final structs = <String, _StructUniform>{};
      final structArrays = <String, _StructArrayUniform>{};
  
  
negative.code:               existingArray.elements.add(struct);
              } else {
                final structArray =
                    new _StructArrayUniform(fullName + '.' + arrayName);
  
                structArray.elements.add(struct);
                _structArrayComponentsByName[arrayName] = structArray;
  