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