1 450.frag 2 ERROR: 0:63: 'location' : cannot use in a block array where new locations are needed for each block element 3 ERROR: 0:68: 'early_fragment_tests' : can only apply to a standalone qualifier 4 ERROR: 2 compilation errors. No code generated. 5 6 7 Shader version: 450 8 ERROR: node is still EOpNull! 9 0:8 Function Definition: main( ( global void) 10 0:8 Function Parameters: 11 0:10 Sequence 12 0:10 Sequence 13 0:10 move second child to first child ( temp 2-component vector of float) 14 0:10 'v2' ( temp 2-component vector of float) 15 0:10 dPdxFine ( global 2-component vector of float) 16 0:10 'in2' ( smooth in 2-component vector of float) 17 0:11 Sequence 18 0:11 move second child to first child ( temp 3-component vector of float) 19 0:11 'v3' ( temp 3-component vector of float) 20 0:11 dPdyCoarse ( global 3-component vector of float) 21 0:11 'in3' ( smooth in 3-component vector of float) 22 0:12 Sequence 23 0:12 move second child to first child ( temp 4-component vector of float) 24 0:12 'v4' ( temp 4-component vector of float) 25 0:12 fwidth ( global 4-component vector of float) 26 0:12 'in4' ( smooth in 4-component vector of float) 27 0:13 move second child to first child ( temp 4-component vector of float) 28 0:13 'v4' ( temp 4-component vector of float) 29 0:13 dPdyFine ( global 4-component vector of float) 30 0:13 'in4' ( smooth in 4-component vector of float) 31 0:14 move second child to first child ( temp 3-component vector of float) 32 0:14 'v3' ( temp 3-component vector of float) 33 0:14 dPdyFine ( global 3-component vector of float) 34 0:14 'in3' ( smooth in 3-component vector of float) 35 0:15 Sequence 36 0:15 move second child to first child ( temp float) 37 0:15 'f' ( temp float) 38 0:15 add ( temp float) 39 0:15 add ( temp float) 40 0:15 dPdx ( global float) 41 0:15 'in1' ( smooth in float) 42 0:15 dPdxFine ( global float) 43 0:15 'in1' ( smooth in float) 44 0:15 dPdxCoarse ( global float) 45 0:15 'in1' ( smooth in float) 46 0:16 move second child to first child ( temp 4-component vector of float) 47 0:16 'v4' ( temp 4-component vector of float) 48 0:16 add ( temp 4-component vector of float) 49 0:16 fwidthCoarse ( global 4-component vector of float) 50 0:16 'in4' ( smooth in 4-component vector of float) 51 0:16 fwidthFine ( global 4-component vector of float) 52 0:16 'in4' ( smooth in 4-component vector of float) 53 0:18 Sequence 54 0:18 move second child to first child ( temp float) 55 0:18 'cull' ( temp float) 56 0:18 direct index ( smooth temp float CullDistance) 57 0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 58 0:18 Constant: 59 0:18 2 (const int) 60 0:19 Sequence 61 0:19 move second child to first child ( temp float) 62 0:19 'consts' ( temp float) 63 0:19 Constant: 64 0:19 20.000000 65 0:21 Test condition and select ( temp void) 66 0:21 Condition 67 0:21 'gl_HelperInvocation' ( in bool HelperInvocation) 68 0:21 true case 69 0:22 Pre-Increment ( temp 4-component vector of float) 70 0:22 'v4' ( temp 4-component vector of float) 71 0:24 Sequence 72 0:24 move second child to first child ( temp int) 73 0:24 'sum' ( temp int) 74 0:24 Constant: 75 0:24 32 (const int) 76 0:32 Sequence 77 0:32 move second child to first child ( temp 2-component vector of bool) 78 0:32 'b2' ( temp 2-component vector of bool) 79 0:32 mix ( global 2-component vector of bool) 80 0:32 Construct bvec2 ( temp 2-component vector of bool) 81 0:32 'b1' ( temp bool) 82 0:32 Construct bvec2 ( temp 2-component vector of bool) 83 0:32 'b3' ( temp bool) 84 0:32 Construct bvec2 ( temp 2-component vector of bool) 85 0:32 'b' ( temp bool) 86 0:33 Sequence 87 0:33 move second child to first child ( temp uint) 88 0:33 'um' ( temp uint) 89 0:33 mix ( global uint) 90 0:33 'uin' ( temp uint) 91 0:33 'uin' ( temp uint) 92 0:33 'b' ( temp bool) 93 0:34 Sequence 94 0:34 move second child to first child ( temp 3-component vector of int) 95 0:34 'im3' ( temp 3-component vector of int) 96 0:34 mix ( global 3-component vector of int) 97 0:34 Construct ivec3 ( temp 3-component vector of int) 98 0:34 Convert uint to int ( temp int) 99 0:34 'uin' ( temp uint) 100 0:34 Construct ivec3 ( temp 3-component vector of int) 101 0:34 Convert uint to int ( temp int) 102 0:34 'uin' ( temp uint) 103 0:34 Construct bvec3 ( temp 3-component vector of bool) 104 0:34 'b' ( temp bool) 105 0:42 Function Definition: foo( ( global void) 106 0:42 Function Parameters: 107 0:44 Sequence 108 0:44 Sequence 109 0:44 move second child to first child ( temp int) 110 0:44 's' ( temp int) 111 0:44 textureSamples ( global int) 112 0:44 's2dms' ( uniform sampler2DMS) 113 0:45 add second child into first child ( temp int) 114 0:45 's' ( temp int) 115 0:45 textureSamples ( global int) 116 0:45 'us2dmsa' ( uniform usampler2DMSArray) 117 0:46 add second child into first child ( temp int) 118 0:46 's' ( temp int) 119 0:46 imageQuerySamples ( global int) 120 0:46 'ii2dms' (layout( rgba32i) uniform iimage2DMS) 121 0:47 add second child into first child ( temp int) 122 0:47 's' ( temp int) 123 0:47 imageQuerySamples ( global int) 124 0:47 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 125 0:48 Sequence 126 0:48 move second child to first child ( temp float) 127 0:48 'f' ( temp float) 128 0:48 imageAtomicExchange ( global float) 129 0:48 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 130 0:48 Convert float to int ( temp 3-component vector of int) 131 0:48 'in3' ( smooth in 3-component vector of float) 132 0:48 Constant: 133 0:48 2 (const int) 134 0:48 Constant: 135 0:48 4.500000 136 0:53 Function Definition: cull(i1; ( global float) 137 0:53 Function Parameters: 138 0:53 'i' ( in int) 139 0:55 Sequence 140 0:55 Branch: Return with expression 141 0:55 Test condition and select ( temp float) 142 0:55 Condition 143 0:55 Compare Greater Than or Equal ( temp bool) 144 0:55 'i' ( in int) 145 0:55 Constant: 146 0:55 6 (const int) 147 0:55 true case 148 0:55 direct index ( smooth temp float CullDistance) 149 0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 150 0:55 Constant: 151 0:55 5 (const int) 152 0:55 false case 153 0:55 indirect index ( smooth temp float CullDistance) 154 0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 155 0:55 'i' ( in int) 156 0:? Linker Objects 157 0:? 'in1' ( smooth in float) 158 0:? 'in2' ( smooth in 2-component vector of float) 159 0:? 'in3' ( smooth in 3-component vector of float) 160 0:? 'in4' ( smooth in 4-component vector of float) 161 0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 162 0:? 's2dms' ( uniform sampler2DMS) 163 0:? 'us2dmsa' ( uniform usampler2DMSArray) 164 0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS) 165 0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 166 0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m}) 167 0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g}) 168 0:? 'f' ( smooth in float) 169 170 171 Linked fragment stage: 172 173 174 Shader version: 450 175 ERROR: node is still EOpNull! 176 0:8 Function Definition: main( ( global void) 177 0:8 Function Parameters: 178 0:10 Sequence 179 0:10 Sequence 180 0:10 move second child to first child ( temp 2-component vector of float) 181 0:10 'v2' ( temp 2-component vector of float) 182 0:10 dPdxFine ( global 2-component vector of float) 183 0:10 'in2' ( smooth in 2-component vector of float) 184 0:11 Sequence 185 0:11 move second child to first child ( temp 3-component vector of float) 186 0:11 'v3' ( temp 3-component vector of float) 187 0:11 dPdyCoarse ( global 3-component vector of float) 188 0:11 'in3' ( smooth in 3-component vector of float) 189 0:12 Sequence 190 0:12 move second child to first child ( temp 4-component vector of float) 191 0:12 'v4' ( temp 4-component vector of float) 192 0:12 fwidth ( global 4-component vector of float) 193 0:12 'in4' ( smooth in 4-component vector of float) 194 0:13 move second child to first child ( temp 4-component vector of float) 195 0:13 'v4' ( temp 4-component vector of float) 196 0:13 dPdyFine ( global 4-component vector of float) 197 0:13 'in4' ( smooth in 4-component vector of float) 198 0:14 move second child to first child ( temp 3-component vector of float) 199 0:14 'v3' ( temp 3-component vector of float) 200 0:14 dPdyFine ( global 3-component vector of float) 201 0:14 'in3' ( smooth in 3-component vector of float) 202 0:15 Sequence 203 0:15 move second child to first child ( temp float) 204 0:15 'f' ( temp float) 205 0:15 add ( temp float) 206 0:15 add ( temp float) 207 0:15 dPdx ( global float) 208 0:15 'in1' ( smooth in float) 209 0:15 dPdxFine ( global float) 210 0:15 'in1' ( smooth in float) 211 0:15 dPdxCoarse ( global float) 212 0:15 'in1' ( smooth in float) 213 0:16 move second child to first child ( temp 4-component vector of float) 214 0:16 'v4' ( temp 4-component vector of float) 215 0:16 add ( temp 4-component vector of float) 216 0:16 fwidthCoarse ( global 4-component vector of float) 217 0:16 'in4' ( smooth in 4-component vector of float) 218 0:16 fwidthFine ( global 4-component vector of float) 219 0:16 'in4' ( smooth in 4-component vector of float) 220 0:18 Sequence 221 0:18 move second child to first child ( temp float) 222 0:18 'cull' ( temp float) 223 0:18 direct index ( smooth temp float CullDistance) 224 0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 225 0:18 Constant: 226 0:18 2 (const int) 227 0:19 Sequence 228 0:19 move second child to first child ( temp float) 229 0:19 'consts' ( temp float) 230 0:19 Constant: 231 0:19 20.000000 232 0:21 Test condition and select ( temp void) 233 0:21 Condition 234 0:21 'gl_HelperInvocation' ( in bool HelperInvocation) 235 0:21 true case 236 0:22 Pre-Increment ( temp 4-component vector of float) 237 0:22 'v4' ( temp 4-component vector of float) 238 0:24 Sequence 239 0:24 move second child to first child ( temp int) 240 0:24 'sum' ( temp int) 241 0:24 Constant: 242 0:24 32 (const int) 243 0:32 Sequence 244 0:32 move second child to first child ( temp 2-component vector of bool) 245 0:32 'b2' ( temp 2-component vector of bool) 246 0:32 mix ( global 2-component vector of bool) 247 0:32 Construct bvec2 ( temp 2-component vector of bool) 248 0:32 'b1' ( temp bool) 249 0:32 Construct bvec2 ( temp 2-component vector of bool) 250 0:32 'b3' ( temp bool) 251 0:32 Construct bvec2 ( temp 2-component vector of bool) 252 0:32 'b' ( temp bool) 253 0:33 Sequence 254 0:33 move second child to first child ( temp uint) 255 0:33 'um' ( temp uint) 256 0:33 mix ( global uint) 257 0:33 'uin' ( temp uint) 258 0:33 'uin' ( temp uint) 259 0:33 'b' ( temp bool) 260 0:34 Sequence 261 0:34 move second child to first child ( temp 3-component vector of int) 262 0:34 'im3' ( temp 3-component vector of int) 263 0:34 mix ( global 3-component vector of int) 264 0:34 Construct ivec3 ( temp 3-component vector of int) 265 0:34 Convert uint to int ( temp int) 266 0:34 'uin' ( temp uint) 267 0:34 Construct ivec3 ( temp 3-component vector of int) 268 0:34 Convert uint to int ( temp int) 269 0:34 'uin' ( temp uint) 270 0:34 Construct bvec3 ( temp 3-component vector of bool) 271 0:34 'b' ( temp bool) 272 0:? Linker Objects 273 0:? 'in1' ( smooth in float) 274 0:? 'in2' ( smooth in 2-component vector of float) 275 0:? 'in3' ( smooth in 3-component vector of float) 276 0:? 'in4' ( smooth in 4-component vector of float) 277 0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 278 0:? 's2dms' ( uniform sampler2DMS) 279 0:? 'us2dmsa' ( uniform usampler2DMSArray) 280 0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS) 281 0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 282 0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m}) 283 0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g}) 284 0:? 'f' ( smooth in float) 285 286