1450.frag
2ERROR: 0:63: 'location' : cannot use in a block array where new locations are needed for each block element
3ERROR: 0:68: 'early_fragment_tests' : can only apply to a standalone qualifier
4ERROR: 2 compilation errors.  No code generated.
5
6
7Shader version: 450
8ERROR: node is still EOpNull!
90:8  Function Definition: main( ( global void)
100:8    Function Parameters:
110:10    Sequence
120:10      Sequence
130:10        move second child to first child ( temp 2-component vector of float)
140:10          'v2' ( temp 2-component vector of float)
150:10          dPdxFine ( global 2-component vector of float)
160:10            'in2' ( smooth in 2-component vector of float)
170:11      Sequence
180:11        move second child to first child ( temp 3-component vector of float)
190:11          'v3' ( temp 3-component vector of float)
200:11          dPdyCoarse ( global 3-component vector of float)
210:11            'in3' ( smooth in 3-component vector of float)
220:12      Sequence
230:12        move second child to first child ( temp 4-component vector of float)
240:12          'v4' ( temp 4-component vector of float)
250:12          fwidth ( global 4-component vector of float)
260:12            'in4' ( smooth in 4-component vector of float)
270:13      move second child to first child ( temp 4-component vector of float)
280:13        'v4' ( temp 4-component vector of float)
290:13        dPdyFine ( global 4-component vector of float)
300:13          'in4' ( smooth in 4-component vector of float)
310:14      move second child to first child ( temp 3-component vector of float)
320:14        'v3' ( temp 3-component vector of float)
330:14        dPdyFine ( global 3-component vector of float)
340:14          'in3' ( smooth in 3-component vector of float)
350:15      Sequence
360:15        move second child to first child ( temp float)
370:15          'f' ( temp float)
380:15          add ( temp float)
390:15            add ( temp float)
400:15              dPdx ( global float)
410:15                'in1' ( smooth in float)
420:15              dPdxFine ( global float)
430:15                'in1' ( smooth in float)
440:15            dPdxCoarse ( global float)
450:15              'in1' ( smooth in float)
460:16      move second child to first child ( temp 4-component vector of float)
470:16        'v4' ( temp 4-component vector of float)
480:16        add ( temp 4-component vector of float)
490:16          fwidthCoarse ( global 4-component vector of float)
500:16            'in4' ( smooth in 4-component vector of float)
510:16          fwidthFine ( global 4-component vector of float)
520:16            'in4' ( smooth in 4-component vector of float)
530:18      Sequence
540:18        move second child to first child ( temp float)
550:18          'cull' ( temp float)
560:18          direct index ( smooth temp float CullDistance)
570:18            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
580:18            Constant:
590:18              2 (const int)
600:19      Sequence
610:19        move second child to first child ( temp float)
620:19          'consts' ( temp float)
630:19          Constant:
640:19            20.000000
650:21      Test condition and select ( temp void)
660:21        Condition
670:21        'gl_HelperInvocation' ( in bool HelperInvocation)
680:21        true case
690:22        Pre-Increment ( temp 4-component vector of float)
700:22          'v4' ( temp 4-component vector of float)
710:24      Sequence
720:24        move second child to first child ( temp int)
730:24          'sum' ( temp int)
740:24          Constant:
750:24            32 (const int)
760:32      Sequence
770:32        move second child to first child ( temp 2-component vector of bool)
780:32          'b2' ( temp 2-component vector of bool)
790:32          mix ( global 2-component vector of bool)
800:32            Construct bvec2 ( temp 2-component vector of bool)
810:32              'b1' ( temp bool)
820:32            Construct bvec2 ( temp 2-component vector of bool)
830:32              'b3' ( temp bool)
840:32            Construct bvec2 ( temp 2-component vector of bool)
850:32              'b' ( temp bool)
860:33      Sequence
870:33        move second child to first child ( temp uint)
880:33          'um' ( temp uint)
890:33          mix ( global uint)
900:33            'uin' ( temp uint)
910:33            'uin' ( temp uint)
920:33            'b' ( temp bool)
930:34      Sequence
940:34        move second child to first child ( temp 3-component vector of int)
950:34          'im3' ( temp 3-component vector of int)
960:34          mix ( global 3-component vector of int)
970:34            Construct ivec3 ( temp 3-component vector of int)
980:34              Convert uint to int ( temp int)
990:34                'uin' ( temp uint)
1000:34            Construct ivec3 ( temp 3-component vector of int)
1010:34              Convert uint to int ( temp int)
1020:34                'uin' ( temp uint)
1030:34            Construct bvec3 ( temp 3-component vector of bool)
1040:34              'b' ( temp bool)
1050:42  Function Definition: foo( ( global void)
1060:42    Function Parameters:
1070:44    Sequence
1080:44      Sequence
1090:44        move second child to first child ( temp int)
1100:44          's' ( temp int)
1110:44          textureSamples ( global int)
1120:44            's2dms' ( uniform sampler2DMS)
1130:45      add second child into first child ( temp int)
1140:45        's' ( temp int)
1150:45        textureSamples ( global int)
1160:45          'us2dmsa' ( uniform usampler2DMSArray)
1170:46      add second child into first child ( temp int)
1180:46        's' ( temp int)
1190:46        imageQuerySamples ( global int)
1200:46          'ii2dms' (layout( rgba32i) uniform iimage2DMS)
1210:47      add second child into first child ( temp int)
1220:47        's' ( temp int)
1230:47        imageQuerySamples ( global int)
1240:47          'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
1250:48      Sequence
1260:48        move second child to first child ( temp float)
1270:48          'f' ( temp float)
1280:48          imageAtomicExchange ( global float)
1290:48            'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
1300:48            Convert float to int ( temp 3-component vector of int)
1310:48              'in3' ( smooth in 3-component vector of float)
1320:48            Constant:
1330:48              2 (const int)
1340:48            Constant:
1350:48              4.500000
1360:53  Function Definition: cull(i1; ( global float)
1370:53    Function Parameters:
1380:53      'i' ( in int)
1390:55    Sequence
1400:55      Branch: Return with expression
1410:55        Test condition and select ( temp float)
1420:55          Condition
1430:55          Compare Greater Than or Equal ( temp bool)
1440:55            'i' ( in int)
1450:55            Constant:
1460:55              6 (const int)
1470:55          true case
1480:55          direct index ( smooth temp float CullDistance)
1490:55            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
1500:55            Constant:
1510:55              5 (const int)
1520:55          false case
1530:55          indirect index ( smooth temp float CullDistance)
1540:55            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
1550:55            'i' ( in int)
1560:?   Linker Objects
1570:?     'in1' ( smooth in float)
1580:?     'in2' ( smooth in 2-component vector of float)
1590:?     'in3' ( smooth in 3-component vector of float)
1600:?     'in4' ( smooth in 4-component vector of float)
1610:?     'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
1620:?     's2dms' ( uniform sampler2DMS)
1630:?     'us2dmsa' ( uniform usampler2DMSArray)
1640:?     'ii2dms' (layout( rgba32i) uniform iimage2DMS)
1650:?     'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
1660:?     'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
1670:?     'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
1680:?     'f' ( smooth in float)
169
170
171Linked fragment stage:
172
173
174Shader version: 450
175ERROR: node is still EOpNull!
1760:8  Function Definition: main( ( global void)
1770:8    Function Parameters:
1780:10    Sequence
1790:10      Sequence
1800:10        move second child to first child ( temp 2-component vector of float)
1810:10          'v2' ( temp 2-component vector of float)
1820:10          dPdxFine ( global 2-component vector of float)
1830:10            'in2' ( smooth in 2-component vector of float)
1840:11      Sequence
1850:11        move second child to first child ( temp 3-component vector of float)
1860:11          'v3' ( temp 3-component vector of float)
1870:11          dPdyCoarse ( global 3-component vector of float)
1880:11            'in3' ( smooth in 3-component vector of float)
1890:12      Sequence
1900:12        move second child to first child ( temp 4-component vector of float)
1910:12          'v4' ( temp 4-component vector of float)
1920:12          fwidth ( global 4-component vector of float)
1930:12            'in4' ( smooth in 4-component vector of float)
1940:13      move second child to first child ( temp 4-component vector of float)
1950:13        'v4' ( temp 4-component vector of float)
1960:13        dPdyFine ( global 4-component vector of float)
1970:13          'in4' ( smooth in 4-component vector of float)
1980:14      move second child to first child ( temp 3-component vector of float)
1990:14        'v3' ( temp 3-component vector of float)
2000:14        dPdyFine ( global 3-component vector of float)
2010:14          'in3' ( smooth in 3-component vector of float)
2020:15      Sequence
2030:15        move second child to first child ( temp float)
2040:15          'f' ( temp float)
2050:15          add ( temp float)
2060:15            add ( temp float)
2070:15              dPdx ( global float)
2080:15                'in1' ( smooth in float)
2090:15              dPdxFine ( global float)
2100:15                'in1' ( smooth in float)
2110:15            dPdxCoarse ( global float)
2120:15              'in1' ( smooth in float)
2130:16      move second child to first child ( temp 4-component vector of float)
2140:16        'v4' ( temp 4-component vector of float)
2150:16        add ( temp 4-component vector of float)
2160:16          fwidthCoarse ( global 4-component vector of float)
2170:16            'in4' ( smooth in 4-component vector of float)
2180:16          fwidthFine ( global 4-component vector of float)
2190:16            'in4' ( smooth in 4-component vector of float)
2200:18      Sequence
2210:18        move second child to first child ( temp float)
2220:18          'cull' ( temp float)
2230:18          direct index ( smooth temp float CullDistance)
2240:18            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
2250:18            Constant:
2260:18              2 (const int)
2270:19      Sequence
2280:19        move second child to first child ( temp float)
2290:19          'consts' ( temp float)
2300:19          Constant:
2310:19            20.000000
2320:21      Test condition and select ( temp void)
2330:21        Condition
2340:21        'gl_HelperInvocation' ( in bool HelperInvocation)
2350:21        true case
2360:22        Pre-Increment ( temp 4-component vector of float)
2370:22          'v4' ( temp 4-component vector of float)
2380:24      Sequence
2390:24        move second child to first child ( temp int)
2400:24          'sum' ( temp int)
2410:24          Constant:
2420:24            32 (const int)
2430:32      Sequence
2440:32        move second child to first child ( temp 2-component vector of bool)
2450:32          'b2' ( temp 2-component vector of bool)
2460:32          mix ( global 2-component vector of bool)
2470:32            Construct bvec2 ( temp 2-component vector of bool)
2480:32              'b1' ( temp bool)
2490:32            Construct bvec2 ( temp 2-component vector of bool)
2500:32              'b3' ( temp bool)
2510:32            Construct bvec2 ( temp 2-component vector of bool)
2520:32              'b' ( temp bool)
2530:33      Sequence
2540:33        move second child to first child ( temp uint)
2550:33          'um' ( temp uint)
2560:33          mix ( global uint)
2570:33            'uin' ( temp uint)
2580:33            'uin' ( temp uint)
2590:33            'b' ( temp bool)
2600:34      Sequence
2610:34        move second child to first child ( temp 3-component vector of int)
2620:34          'im3' ( temp 3-component vector of int)
2630:34          mix ( global 3-component vector of int)
2640:34            Construct ivec3 ( temp 3-component vector of int)
2650:34              Convert uint to int ( temp int)
2660:34                'uin' ( temp uint)
2670:34            Construct ivec3 ( temp 3-component vector of int)
2680:34              Convert uint to int ( temp int)
2690:34                'uin' ( temp uint)
2700:34            Construct bvec3 ( temp 3-component vector of bool)
2710:34              'b' ( temp bool)
2720:?   Linker Objects
2730:?     'in1' ( smooth in float)
2740:?     'in2' ( smooth in 2-component vector of float)
2750:?     'in3' ( smooth in 3-component vector of float)
2760:?     'in4' ( smooth in 4-component vector of float)
2770:?     'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
2780:?     's2dms' ( uniform sampler2DMS)
2790:?     'us2dmsa' ( uniform usampler2DMSArray)
2800:?     'ii2dms' (layout( rgba32i) uniform iimage2DMS)
2810:?     'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
2820:?     'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
2830:?     'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
2840:?     'f' ( smooth in float)
285
286