Home | History | Annotate | Download | only in baseResults
      1 hlsl.intrinsics.negative.frag
      2 ERROR: 0:10: 'determinant' : ambiguous best function under implicit type conversion 
      3 ERROR: 0:25: 'normalize' : ambiguous best function under implicit type conversion 
      4 ERROR: 0:26: 'reflect' : ambiguous best function under implicit type conversion 
      5 ERROR: 0:27: 'refract' : ambiguous best function under implicit type conversion 
      6 ERROR: 0:28: 'refract' : no matching overloaded function found 
      7 ERROR: 0:30: 'transpose' : ambiguous best function under implicit type conversion 
      8 ERROR: 0:39: 'GetRenderTargetSamplePosition' : no matching overloaded function found 
      9 ERROR: 0:46: 'asdouble' : double2 conversion not implemented 
     10 ERROR: 0:47: 'CheckAccessFullyMapped' : no matching overloaded function found 
     11 ERROR: 0:49: 'cross' : no matching overloaded function found 
     12 ERROR: 0:50: 'D3DCOLORtoUBYTE4' : no matching overloaded function found 
     13 ERROR: 0:51: 'determinant' : no matching overloaded function found 
     14 ERROR: 0:57: 'transpose' : no matching overloaded function found 
     15 ERROR: 0:64: 'CheckAccessFullyMapped' : no matching overloaded function found 
     16 ERROR: 0:66: 'D3DCOLORtoUBYTE4' : no matching overloaded function found 
     17 ERROR: 0:67: 'determinant' : no matching overloaded function found 
     18 ERROR: 0:73: 'transpose' : no matching overloaded function found 
     19 ERROR: 0:81: 'CheckAccessFullyMapped' : no matching overloaded function found 
     20 ERROR: 0:84: 'determinant' : no matching overloaded function found 
     21 ERROR: 0:90: 'transpose' : no matching overloaded function found 
     22 ERROR: 0:117: 'countbits' : no matching overloaded function found 
     23 ERROR: 0:117: 'D3DCOLORtoUBYTE4' : no matching overloaded function found 
     24 ERROR: 0:117: 'cross' : no matching overloaded function found 
     25 ERROR: 0:117: 'f16tof32' : no matching overloaded function found 
     26 ERROR: 0:117: 'firstbithigh' : no matching overloaded function found 
     27 ERROR: 0:117: 'firstbitlow' : no matching overloaded function found 
     28 ERROR: 0:117: 'reversebits' : no matching overloaded function found 
     29 ERROR: 0:117: 'length' : no matching overloaded function found 
     30 ERROR: 0:117: 'noise' : no matching overloaded function found 
     31 ERROR: 0:117: 'normalize' : no matching overloaded function found 
     32 ERROR: 0:117: 'reflect' : no matching overloaded function found 
     33 ERROR: 0:117: 'refract' : no matching overloaded function found 
     34 ERROR: 0:117: 'reversebits' : no matching overloaded function found 
     35 ERROR: 0:125: 'countbits' : no matching overloaded function found 
     36 ERROR: 0:125: 'D3DCOLORtoUBYTE4' : no matching overloaded function found 
     37 ERROR: 0:125: 'cross' : no matching overloaded function found 
     38 ERROR: 0:125: 'f16tof32' : no matching overloaded function found 
     39 ERROR: 0:125: 'firstbithigh' : no matching overloaded function found 
     40 ERROR: 0:125: 'firstbitlow' : no matching overloaded function found 
     41 ERROR: 0:125: 'reversebits' : no matching overloaded function found 
     42 ERROR: 0:125: 'length' : no matching overloaded function found 
     43 ERROR: 0:125: 'noise' : no matching overloaded function found 
     44 ERROR: 0:125: 'normalize' : no matching overloaded function found 
     45 ERROR: 0:125: 'reflect' : no matching overloaded function found 
     46 ERROR: 0:125: 'refract' : no matching overloaded function found 
     47 ERROR: 0:125: 'reversebits' : no matching overloaded function found 
     48 ERROR: 0:133: 'countbits' : no matching overloaded function found 
     49 ERROR: 0:133: 'D3DCOLORtoUBYTE4' : no matching overloaded function found 
     50 ERROR: 0:133: 'cross' : no matching overloaded function found 
     51 ERROR: 0:133: 'f16tof32' : no matching overloaded function found 
     52 ERROR: 0:133: 'firstbithigh' : no matching overloaded function found 
     53 ERROR: 0:133: 'firstbitlow' : no matching overloaded function found 
     54 ERROR: 0:133: 'reversebits' : no matching overloaded function found 
     55 ERROR: 0:133: 'length' : no matching overloaded function found 
     56 ERROR: 0:133: 'noise' : no matching overloaded function found 
     57 ERROR: 0:133: 'normalize' : no matching overloaded function found 
     58 ERROR: 0:133: 'reflect' : no matching overloaded function found 
     59 ERROR: 0:133: 'refract' : no matching overloaded function found 
     60 ERROR: 0:133: 'reversebits' : no matching overloaded function found 
     61 ERROR: 59 compilation errors.  No code generated.
     62 
     63 
     64 Shader version: 500
     65 gl_FragCoord origin is upper left
     66 ERROR: node is still EOpNull!
     67 0:2  Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; ( temp float)
     68 0:2    Function Parameters: 
     69 0:2      'inF0' ( in float)
     70 0:2      'inF1' ( in float)
     71 0:2      'inF2' ( in float)
     72 0:2      'inI0' ( in int)
     73 0:?     Sequence
     74 0:5      uint64BitsToDouble ( temp double)
     75 0:5        Construct uvec2 ( temp 2-component vector of uint)
     76 0:5          Convert float to uint ( temp uint)
     77 0:5            'inF0' ( in float)
     78 0:5          Convert float to uint ( temp uint)
     79 0:5            'inF1' ( in float)
     80 0:6      Function Call: CheckAccessFullyMapped(u1; ( temp bool)
     81 0:6        Constant:
     82 0:6          3 (const uint)
     83 0:7      bitCount ( temp uint)
     84 0:7        Convert float to uint ( temp uint)
     85 0:7          'inF0' ( in float)
     86 0:8      cross-product ( temp 3-component vector of float)
     87 0:8        Construct vec3 ( in 3-component vector of float)
     88 0:8          'inF0' ( in float)
     89 0:8        Construct vec3 ( in 3-component vector of float)
     90 0:8          'inF1' ( in float)
     91 0:9      Convert float to int ( temp 4-component vector of int)
     92 0:9        vector-scale ( temp 4-component vector of float)
     93 0:9          Constant:
     94 0:9            255.001953
     95 0:9          vector swizzle ( temp 4-component vector of float)
     96 0:9            Construct vec4 ( in 4-component vector of float)
     97 0:9              'inF0' ( in float)
     98 0:9            Sequence
     99 0:9              Constant:
    100 0:9                2 (const int)
    101 0:9              Constant:
    102 0:9                1 (const int)
    103 0:9              Constant:
    104 0:9                0 (const int)
    105 0:9              Constant:
    106 0:9                3 (const int)
    107 0:10      determinant ( temp float)
    108 ERROR: node is still EOpNull!
    109 0:10          'inF0' ( in float)
    110 0:12      direct index ( temp float)
    111 0:12        unpackHalf2x16 ( temp 2-component vector of float)
    112 0:12          Convert float to uint ( temp uint)
    113 0:12            'inF0' ( in float)
    114 0:12        Constant:
    115 0:12          0 (const int)
    116 0:13      findMSB ( temp uint)
    117 0:13        Convert float to uint ( temp uint)
    118 0:13          'inF0' ( in float)
    119 0:14      findLSB ( temp uint)
    120 0:14        Convert float to uint ( temp uint)
    121 0:14          'inF0' ( in float)
    122 0:23      length ( temp float)
    123 0:23        'inF0' ( in float)
    124 0:24      Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint)
    125 0:24        Convert float to uint ( temp uint)
    126 0:24          'inF0' ( in float)
    127 0:24        Constant:
    128 0:24          0 (const uint)
    129 0:24          0 (const uint)
    130 0:24        Constant:
    131 0:24          0 (const uint)
    132 0:24          0 (const uint)
    133 0:24          0 (const uint)
    134 0:24          0 (const uint)
    135 0:25      normalize ( temp 2-component vector of float)
    136 0:25        Construct vec2 ( in 2-component vector of float)
    137 0:25          'inF0' ( in float)
    138 0:26      reflect ( temp 2-component vector of float)
    139 0:26        Construct vec2 ( in 2-component vector of float)
    140 0:26          'inF0' ( in float)
    141 0:26        Construct vec2 ( in 2-component vector of float)
    142 0:26          'inF1' ( in float)
    143 0:27      refract ( temp 2-component vector of float)
    144 0:27        Construct vec2 ( in 2-component vector of float)
    145 0:27          'inF0' ( in float)
    146 0:27        Construct vec2 ( in 2-component vector of float)
    147 0:27          'inF1' ( in float)
    148 0:27        'inF2' ( in float)
    149 0:28      Constant:
    150 0:28        0.000000
    151 0:29      bitFieldReverse ( temp uint)
    152 0:29        Convert float to uint ( temp uint)
    153 0:29          'inF0' ( in float)
    154 0:30      transpose ( temp 1X1 matrix of float)
    155 ERROR: node is still EOpNull!
    156 0:30          'inF0' ( in float)
    157 0:32      Branch: Return with expression
    158 0:32        Constant:
    159 0:32          0.000000
    160 0:36  Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
    161 0:36    Function Parameters: 
    162 0:36      'inF0' ( in 1-component vector of float)
    163 0:36      'inF1' ( in 1-component vector of float)
    164 0:36      'inF2' ( in 1-component vector of float)
    165 0:36      'inI0' ( in 1-component vector of int)
    166 0:?     Sequence
    167 0:39      Constant:
    168 0:39        0.000000
    169 0:41      Branch: Return with expression
    170 0:41        Constant:
    171 0:41          0.000000
    172 0:45  Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
    173 0:45    Function Parameters: 
    174 0:45      'inF0' ( in 2-component vector of float)
    175 0:45      'inF1' ( in 2-component vector of float)
    176 0:45      'inF2' ( in 2-component vector of float)
    177 0:45      'inI0' ( in 2-component vector of int)
    178 0:?     Sequence
    179 0:46      ERROR: Bad aggregation op
    180  ( temp 2-component vector of double)
    181 0:46        Convert float to uint ( temp 2-component vector of uint)
    182 0:46          'inF0' ( in 2-component vector of float)
    183 0:46        Convert float to uint ( temp 2-component vector of uint)
    184 0:46          'inF1' ( in 2-component vector of float)
    185 0:47      Constant:
    186 0:47        0.000000
    187 0:48      bitCount ( temp 2-component vector of uint)
    188 0:48        Convert float to uint ( temp 2-component vector of uint)
    189 0:48          'inF0' ( in 2-component vector of float)
    190 0:49      Constant:
    191 0:49        0.000000
    192 0:50      Constant:
    193 0:50        0.000000
    194 0:51      Constant:
    195 0:51        0.000000
    196 0:52      Construct vec2 ( temp 2-component vector of float)
    197 0:52        direct index ( temp float)
    198 0:52          unpackHalf2x16 ( temp 2-component vector of float)
    199 0:52            direct index ( temp uint)
    200 0:52              Convert float to uint ( temp 2-component vector of uint)
    201 0:52                'inF0' ( in 2-component vector of float)
    202 0:52              Constant:
    203 0:52                0 (const int)
    204 0:52          Constant:
    205 0:52            0 (const int)
    206 0:52        direct index ( temp float)
    207 0:52          unpackHalf2x16 ( temp 2-component vector of float)
    208 0:52            direct index ( temp uint)
    209 0:52              Convert float to uint ( temp 2-component vector of uint)
    210 0:52                'inF0' ( in 2-component vector of float)
    211 0:52              Constant:
    212 0:52                1 (const int)
    213 0:52          Constant:
    214 0:52            0 (const int)
    215 0:53      findMSB ( temp 2-component vector of uint)
    216 0:53        Convert float to uint ( temp 2-component vector of uint)
    217 0:53          'inF0' ( in 2-component vector of float)
    218 0:54      findLSB ( temp 2-component vector of uint)
    219 0:54        Convert float to uint ( temp 2-component vector of uint)
    220 0:54          'inF0' ( in 2-component vector of float)
    221 0:56      bitFieldReverse ( temp 2-component vector of uint)
    222 0:56        Convert float to uint ( temp 2-component vector of uint)
    223 0:56          'inF0' ( in 2-component vector of float)
    224 0:57      Constant:
    225 0:57        0.000000
    226 0:59      Branch: Return with expression
    227 0:?         Constant:
    228 0:?           1.000000
    229 0:?           2.000000
    230 0:63  Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
    231 0:63    Function Parameters: 
    232 0:63      'inF0' ( in 3-component vector of float)
    233 0:63      'inF1' ( in 3-component vector of float)
    234 0:63      'inF2' ( in 3-component vector of float)
    235 0:63      'inI0' ( in 3-component vector of int)
    236 0:?     Sequence
    237 0:64      Constant:
    238 0:64        0.000000
    239 0:65      bitCount ( temp 3-component vector of uint)
    240 0:65        Convert float to uint ( temp 3-component vector of uint)
    241 0:65          'inF0' ( in 3-component vector of float)
    242 0:66      Constant:
    243 0:66        0.000000
    244 0:67      Constant:
    245 0:67        0.000000
    246 0:68      Construct vec3 ( temp 3-component vector of float)
    247 0:68        direct index ( temp float)
    248 0:68          unpackHalf2x16 ( temp 2-component vector of float)
    249 0:68            direct index ( temp uint)
    250 0:68              Convert float to uint ( temp 3-component vector of uint)
    251 0:68                'inF0' ( in 3-component vector of float)
    252 0:68              Constant:
    253 0:68                0 (const int)
    254 0:68          Constant:
    255 0:68            0 (const int)
    256 0:68        direct index ( temp float)
    257 0:68          unpackHalf2x16 ( temp 2-component vector of float)
    258 0:68            direct index ( temp uint)
    259 0:68              Convert float to uint ( temp 3-component vector of uint)
    260 0:68                'inF0' ( in 3-component vector of float)
    261 0:68              Constant:
    262 0:68                1 (const int)
    263 0:68          Constant:
    264 0:68            0 (const int)
    265 0:68        direct index ( temp float)
    266 0:68          unpackHalf2x16 ( temp 2-component vector of float)
    267 0:68            direct index ( temp uint)
    268 0:68              Convert float to uint ( temp 3-component vector of uint)
    269 0:68                'inF0' ( in 3-component vector of float)
    270 0:68              Constant:
    271 0:68                2 (const int)
    272 0:68          Constant:
    273 0:68            0 (const int)
    274 0:69      findMSB ( temp 3-component vector of uint)
    275 0:69        Convert float to uint ( temp 3-component vector of uint)
    276 0:69          'inF0' ( in 3-component vector of float)
    277 0:70      findLSB ( temp 3-component vector of uint)
    278 0:70        Convert float to uint ( temp 3-component vector of uint)
    279 0:70          'inF0' ( in 3-component vector of float)
    280 0:72      bitFieldReverse ( temp 3-component vector of uint)
    281 0:72        Convert float to uint ( temp 3-component vector of uint)
    282 0:72          'inF0' ( in 3-component vector of float)
    283 0:73      Constant:
    284 0:73        0.000000
    285 0:76      Branch: Return with expression
    286 0:?         Constant:
    287 0:?           1.000000
    288 0:?           2.000000
    289 0:?           3.000000
    290 0:80  Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
    291 0:80    Function Parameters: 
    292 0:80      'inF0' ( in 4-component vector of float)
    293 0:80      'inF1' ( in 4-component vector of float)
    294 0:80      'inF2' ( in 4-component vector of float)
    295 0:80      'inI0' ( in 4-component vector of int)
    296 0:?     Sequence
    297 0:81      Constant:
    298 0:81        0.000000
    299 0:82      bitCount ( temp 4-component vector of uint)
    300 0:82        Convert float to uint ( temp 4-component vector of uint)
    301 0:82          'inF0' ( in 4-component vector of float)
    302 0:83      cross-product ( temp 3-component vector of float)
    303 0:83        Construct vec3 ( in 3-component vector of float)
    304 0:83          'inF0' ( in 4-component vector of float)
    305 0:83        Construct vec3 ( in 3-component vector of float)
    306 0:83          'inF1' ( in 4-component vector of float)
    307 0:84      Constant:
    308 0:84        0.000000
    309 0:85      Construct vec4 ( temp 4-component vector of float)
    310 0:85        direct index ( temp float)
    311 0:85          unpackHalf2x16 ( temp 2-component vector of float)
    312 0:85            direct index ( temp uint)
    313 0:85              Convert float to uint ( temp 4-component vector of uint)
    314 0:85                'inF0' ( in 4-component vector of float)
    315 0:85              Constant:
    316 0:85                0 (const int)
    317 0:85          Constant:
    318 0:85            0 (const int)
    319 0:85        direct index ( temp float)
    320 0:85          unpackHalf2x16 ( temp 2-component vector of float)
    321 0:85            direct index ( temp uint)
    322 0:85              Convert float to uint ( temp 4-component vector of uint)
    323 0:85                'inF0' ( in 4-component vector of float)
    324 0:85              Constant:
    325 0:85                1 (const int)
    326 0:85          Constant:
    327 0:85            0 (const int)
    328 0:85        direct index ( temp float)
    329 0:85          unpackHalf2x16 ( temp 2-component vector of float)
    330 0:85            direct index ( temp uint)
    331 0:85              Convert float to uint ( temp 4-component vector of uint)
    332 0:85                'inF0' ( in 4-component vector of float)
    333 0:85              Constant:
    334 0:85                2 (const int)
    335 0:85          Constant:
    336 0:85            0 (const int)
    337 0:85        direct index ( temp float)
    338 0:85          unpackHalf2x16 ( temp 2-component vector of float)
    339 0:85            direct index ( temp uint)
    340 0:85              Convert float to uint ( temp 4-component vector of uint)
    341 0:85                'inF0' ( in 4-component vector of float)
    342 0:85              Constant:
    343 0:85                3 (const int)
    344 0:85          Constant:
    345 0:85            0 (const int)
    346 0:86      findMSB ( temp 4-component vector of uint)
    347 0:86        Convert float to uint ( temp 4-component vector of uint)
    348 0:86          'inF0' ( in 4-component vector of float)
    349 0:87      findLSB ( temp 4-component vector of uint)
    350 0:87        Convert float to uint ( temp 4-component vector of uint)
    351 0:87          'inF0' ( in 4-component vector of float)
    352 0:89      bitFieldReverse ( temp 4-component vector of uint)
    353 0:89        Convert float to uint ( temp 4-component vector of uint)
    354 0:89          'inF0' ( in 4-component vector of float)
    355 0:90      Constant:
    356 0:90        0.000000
    357 0:92      Branch: Return with expression
    358 0:?         Constant:
    359 0:?           1.000000
    360 0:?           2.000000
    361 0:?           3.000000
    362 0:?           4.000000
    363 0:80  Function Definition: PixelShaderFunction( ( temp void)
    364 0:80    Function Parameters: 
    365 0:?     Sequence
    366 0:80      move second child to first child ( temp 4-component vector of float)
    367 0:?         'inF0' ( temp 4-component vector of float)
    368 0:?         'inF0' (layout( location=0) in 4-component vector of float)
    369 0:80      move second child to first child ( temp 4-component vector of float)
    370 0:?         'inF1' ( temp 4-component vector of float)
    371 0:?         'inF1' (layout( location=1) in 4-component vector of float)
    372 0:80      move second child to first child ( temp 4-component vector of float)
    373 0:?         'inF2' ( temp 4-component vector of float)
    374 0:?         'inF2' (layout( location=2) in 4-component vector of float)
    375 0:80      move second child to first child ( temp 4-component vector of int)
    376 0:?         'inI0' ( temp 4-component vector of int)
    377 0:?         'inI0' (layout( location=3) flat in 4-component vector of int)
    378 0:80      move second child to first child ( temp 4-component vector of float)
    379 0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
    380 0:80        Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
    381 0:?           'inF0' ( temp 4-component vector of float)
    382 0:?           'inF1' ( temp 4-component vector of float)
    383 0:?           'inF2' ( temp 4-component vector of float)
    384 0:?           'inI0' ( temp 4-component vector of int)
    385 0:115  Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
    386 0:115    Function Parameters: 
    387 0:115      'inF0' ( in 2X2 matrix of float)
    388 0:115      'inF1' ( in 2X2 matrix of float)
    389 0:115      'inF2' ( in 2X2 matrix of float)
    390 0:?     Sequence
    391 0:117      Constant:
    392 0:117        0.000000
    393 0:117      Constant:
    394 0:117        0.000000
    395 0:117      Constant:
    396 0:117        0.000000
    397 0:117      Constant:
    398 0:117        0.000000
    399 0:117      Constant:
    400 0:117        0.000000
    401 0:117      Constant:
    402 0:117        0.000000
    403 0:117      Constant:
    404 0:117        0.000000
    405 0:117      Constant:
    406 0:117        0.000000
    407 0:117      Constant:
    408 0:117        0.000000
    409 0:117      Constant:
    410 0:117        0.000000
    411 0:117      Constant:
    412 0:117        0.000000
    413 0:117      Constant:
    414 0:117        0.000000
    415 0:117      Constant:
    416 0:117        0.000000
    417 0:119      Branch: Return with expression
    418 0:?         Constant:
    419 0:?           2.000000
    420 0:?           2.000000
    421 0:?           2.000000
    422 0:?           2.000000
    423 0:123  Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
    424 0:123    Function Parameters: 
    425 0:123      'inF0' ( in 3X3 matrix of float)
    426 0:123      'inF1' ( in 3X3 matrix of float)
    427 0:123      'inF2' ( in 3X3 matrix of float)
    428 0:?     Sequence
    429 0:125      Constant:
    430 0:125        0.000000
    431 0:125      Constant:
    432 0:125        0.000000
    433 0:125      Constant:
    434 0:125        0.000000
    435 0:125      Constant:
    436 0:125        0.000000
    437 0:125      Constant:
    438 0:125        0.000000
    439 0:125      Constant:
    440 0:125        0.000000
    441 0:125      Constant:
    442 0:125        0.000000
    443 0:125      Constant:
    444 0:125        0.000000
    445 0:125      Constant:
    446 0:125        0.000000
    447 0:125      Constant:
    448 0:125        0.000000
    449 0:125      Constant:
    450 0:125        0.000000
    451 0:125      Constant:
    452 0:125        0.000000
    453 0:125      Constant:
    454 0:125        0.000000
    455 0:127      Branch: Return with expression
    456 0:?         Constant:
    457 0:?           3.000000
    458 0:?           3.000000
    459 0:?           3.000000
    460 0:?           3.000000
    461 0:?           3.000000
    462 0:?           3.000000
    463 0:?           3.000000
    464 0:?           3.000000
    465 0:?           3.000000
    466 0:131  Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
    467 0:131    Function Parameters: 
    468 0:131      'inF0' ( in 4X4 matrix of float)
    469 0:131      'inF1' ( in 4X4 matrix of float)
    470 0:131      'inF2' ( in 4X4 matrix of float)
    471 0:?     Sequence
    472 0:133      Constant:
    473 0:133        0.000000
    474 0:133      Constant:
    475 0:133        0.000000
    476 0:133      Constant:
    477 0:133        0.000000
    478 0:133      Constant:
    479 0:133        0.000000
    480 0:133      Constant:
    481 0:133        0.000000
    482 0:133      Constant:
    483 0:133        0.000000
    484 0:133      Constant:
    485 0:133        0.000000
    486 0:133      Constant:
    487 0:133        0.000000
    488 0:133      Constant:
    489 0:133        0.000000
    490 0:133      Constant:
    491 0:133        0.000000
    492 0:133      Constant:
    493 0:133        0.000000
    494 0:133      Constant:
    495 0:133        0.000000
    496 0:133      Constant:
    497 0:133        0.000000
    498 0:135      Branch: Return with expression
    499 0:?         Constant:
    500 0:?           4.000000
    501 0:?           4.000000
    502 0:?           4.000000
    503 0:?           4.000000
    504 0:?           4.000000
    505 0:?           4.000000
    506 0:?           4.000000
    507 0:?           4.000000
    508 0:?           4.000000
    509 0:?           4.000000
    510 0:?           4.000000
    511 0:?           4.000000
    512 0:?           4.000000
    513 0:?           4.000000
    514 0:?           4.000000
    515 0:?           4.000000
    516 0:?   Linker Objects
    517 0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
    518 0:?     'inF0' (layout( location=0) in 4-component vector of float)
    519 0:?     'inF1' (layout( location=1) in 4-component vector of float)
    520 0:?     'inF2' (layout( location=2) in 4-component vector of float)
    521 0:?     'inI0' (layout( location=3) flat in 4-component vector of int)
    522 
    523 
    524 Linked fragment stage:
    525 
    526 
    527 Shader version: 500
    528 gl_FragCoord origin is upper left
    529 ERROR: node is still EOpNull!
    530 0:2  Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; ( temp float)
    531 0:2    Function Parameters: 
    532 0:2      'inF0' ( in float)
    533 0:2      'inF1' ( in float)
    534 0:2      'inF2' ( in float)
    535 0:2      'inI0' ( in int)
    536 0:?     Sequence
    537 0:5      uint64BitsToDouble ( temp double)
    538 0:5        Construct uvec2 ( temp 2-component vector of uint)
    539 0:5          Convert float to uint ( temp uint)
    540 0:5            'inF0' ( in float)
    541 0:5          Convert float to uint ( temp uint)
    542 0:5            'inF1' ( in float)
    543 0:6      Function Call: CheckAccessFullyMapped(u1; ( temp bool)
    544 0:6        Constant:
    545 0:6          3 (const uint)
    546 0:7      bitCount ( temp uint)
    547 0:7        Convert float to uint ( temp uint)
    548 0:7          'inF0' ( in float)
    549 0:8      cross-product ( temp 3-component vector of float)
    550 0:8        Construct vec3 ( in 3-component vector of float)
    551 0:8          'inF0' ( in float)
    552 0:8        Construct vec3 ( in 3-component vector of float)
    553 0:8          'inF1' ( in float)
    554 0:9      Convert float to int ( temp 4-component vector of int)
    555 0:9        vector-scale ( temp 4-component vector of float)
    556 0:9          Constant:
    557 0:9            255.001953
    558 0:9          vector swizzle ( temp 4-component vector of float)
    559 0:9            Construct vec4 ( in 4-component vector of float)
    560 0:9              'inF0' ( in float)
    561 0:9            Sequence
    562 0:9              Constant:
    563 0:9                2 (const int)
    564 0:9              Constant:
    565 0:9                1 (const int)
    566 0:9              Constant:
    567 0:9                0 (const int)
    568 0:9              Constant:
    569 0:9                3 (const int)
    570 0:10      determinant ( temp float)
    571 ERROR: node is still EOpNull!
    572 0:10          'inF0' ( in float)
    573 0:12      direct index ( temp float)
    574 0:12        unpackHalf2x16 ( temp 2-component vector of float)
    575 0:12          Convert float to uint ( temp uint)
    576 0:12            'inF0' ( in float)
    577 0:12        Constant:
    578 0:12          0 (const int)
    579 0:13      findMSB ( temp uint)
    580 0:13        Convert float to uint ( temp uint)
    581 0:13          'inF0' ( in float)
    582 0:14      findLSB ( temp uint)
    583 0:14        Convert float to uint ( temp uint)
    584 0:14          'inF0' ( in float)
    585 0:23      length ( temp float)
    586 0:23        'inF0' ( in float)
    587 0:24      Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint)
    588 0:24        Convert float to uint ( temp uint)
    589 0:24          'inF0' ( in float)
    590 0:24        Constant:
    591 0:24          0 (const uint)
    592 0:24          0 (const uint)
    593 0:24        Constant:
    594 0:24          0 (const uint)
    595 0:24          0 (const uint)
    596 0:24          0 (const uint)
    597 0:24          0 (const uint)
    598 0:25      normalize ( temp 2-component vector of float)
    599 0:25        Construct vec2 ( in 2-component vector of float)
    600 0:25          'inF0' ( in float)
    601 0:26      reflect ( temp 2-component vector of float)
    602 0:26        Construct vec2 ( in 2-component vector of float)
    603 0:26          'inF0' ( in float)
    604 0:26        Construct vec2 ( in 2-component vector of float)
    605 0:26          'inF1' ( in float)
    606 0:27      refract ( temp 2-component vector of float)
    607 0:27        Construct vec2 ( in 2-component vector of float)
    608 0:27          'inF0' ( in float)
    609 0:27        Construct vec2 ( in 2-component vector of float)
    610 0:27          'inF1' ( in float)
    611 0:27        'inF2' ( in float)
    612 0:28      Constant:
    613 0:28        0.000000
    614 0:29      bitFieldReverse ( temp uint)
    615 0:29        Convert float to uint ( temp uint)
    616 0:29          'inF0' ( in float)
    617 0:30      transpose ( temp 1X1 matrix of float)
    618 ERROR: node is still EOpNull!
    619 0:30          'inF0' ( in float)
    620 0:32      Branch: Return with expression
    621 0:32        Constant:
    622 0:32          0.000000
    623 0:36  Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
    624 0:36    Function Parameters: 
    625 0:36      'inF0' ( in 1-component vector of float)
    626 0:36      'inF1' ( in 1-component vector of float)
    627 0:36      'inF2' ( in 1-component vector of float)
    628 0:36      'inI0' ( in 1-component vector of int)
    629 0:?     Sequence
    630 0:39      Constant:
    631 0:39        0.000000
    632 0:41      Branch: Return with expression
    633 0:41        Constant:
    634 0:41          0.000000
    635 0:45  Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
    636 0:45    Function Parameters: 
    637 0:45      'inF0' ( in 2-component vector of float)
    638 0:45      'inF1' ( in 2-component vector of float)
    639 0:45      'inF2' ( in 2-component vector of float)
    640 0:45      'inI0' ( in 2-component vector of int)
    641 0:?     Sequence
    642 0:46      ERROR: Bad aggregation op
    643  ( temp 2-component vector of double)
    644 0:46        Convert float to uint ( temp 2-component vector of uint)
    645 0:46          'inF0' ( in 2-component vector of float)
    646 0:46        Convert float to uint ( temp 2-component vector of uint)
    647 0:46          'inF1' ( in 2-component vector of float)
    648 0:47      Constant:
    649 0:47        0.000000
    650 0:48      bitCount ( temp 2-component vector of uint)
    651 0:48        Convert float to uint ( temp 2-component vector of uint)
    652 0:48          'inF0' ( in 2-component vector of float)
    653 0:49      Constant:
    654 0:49        0.000000
    655 0:50      Constant:
    656 0:50        0.000000
    657 0:51      Constant:
    658 0:51        0.000000
    659 0:52      Construct vec2 ( temp 2-component vector of float)
    660 0:52        direct index ( temp float)
    661 0:52          unpackHalf2x16 ( temp 2-component vector of float)
    662 0:52            direct index ( temp uint)
    663 0:52              Convert float to uint ( temp 2-component vector of uint)
    664 0:52                'inF0' ( in 2-component vector of float)
    665 0:52              Constant:
    666 0:52                0 (const int)
    667 0:52          Constant:
    668 0:52            0 (const int)
    669 0:52        direct index ( temp float)
    670 0:52          unpackHalf2x16 ( temp 2-component vector of float)
    671 0:52            direct index ( temp uint)
    672 0:52              Convert float to uint ( temp 2-component vector of uint)
    673 0:52                'inF0' ( in 2-component vector of float)
    674 0:52              Constant:
    675 0:52                1 (const int)
    676 0:52          Constant:
    677 0:52            0 (const int)
    678 0:53      findMSB ( temp 2-component vector of uint)
    679 0:53        Convert float to uint ( temp 2-component vector of uint)
    680 0:53          'inF0' ( in 2-component vector of float)
    681 0:54      findLSB ( temp 2-component vector of uint)
    682 0:54        Convert float to uint ( temp 2-component vector of uint)
    683 0:54          'inF0' ( in 2-component vector of float)
    684 0:56      bitFieldReverse ( temp 2-component vector of uint)
    685 0:56        Convert float to uint ( temp 2-component vector of uint)
    686 0:56          'inF0' ( in 2-component vector of float)
    687 0:57      Constant:
    688 0:57        0.000000
    689 0:59      Branch: Return with expression
    690 0:?         Constant:
    691 0:?           1.000000
    692 0:?           2.000000
    693 0:63  Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
    694 0:63    Function Parameters: 
    695 0:63      'inF0' ( in 3-component vector of float)
    696 0:63      'inF1' ( in 3-component vector of float)
    697 0:63      'inF2' ( in 3-component vector of float)
    698 0:63      'inI0' ( in 3-component vector of int)
    699 0:?     Sequence
    700 0:64      Constant:
    701 0:64        0.000000
    702 0:65      bitCount ( temp 3-component vector of uint)
    703 0:65        Convert float to uint ( temp 3-component vector of uint)
    704 0:65          'inF0' ( in 3-component vector of float)
    705 0:66      Constant:
    706 0:66        0.000000
    707 0:67      Constant:
    708 0:67        0.000000
    709 0:68      Construct vec3 ( temp 3-component vector of float)
    710 0:68        direct index ( temp float)
    711 0:68          unpackHalf2x16 ( temp 2-component vector of float)
    712 0:68            direct index ( temp uint)
    713 0:68              Convert float to uint ( temp 3-component vector of uint)
    714 0:68                'inF0' ( in 3-component vector of float)
    715 0:68              Constant:
    716 0:68                0 (const int)
    717 0:68          Constant:
    718 0:68            0 (const int)
    719 0:68        direct index ( temp float)
    720 0:68          unpackHalf2x16 ( temp 2-component vector of float)
    721 0:68            direct index ( temp uint)
    722 0:68              Convert float to uint ( temp 3-component vector of uint)
    723 0:68                'inF0' ( in 3-component vector of float)
    724 0:68              Constant:
    725 0:68                1 (const int)
    726 0:68          Constant:
    727 0:68            0 (const int)
    728 0:68        direct index ( temp float)
    729 0:68          unpackHalf2x16 ( temp 2-component vector of float)
    730 0:68            direct index ( temp uint)
    731 0:68              Convert float to uint ( temp 3-component vector of uint)
    732 0:68                'inF0' ( in 3-component vector of float)
    733 0:68              Constant:
    734 0:68                2 (const int)
    735 0:68          Constant:
    736 0:68            0 (const int)
    737 0:69      findMSB ( temp 3-component vector of uint)
    738 0:69        Convert float to uint ( temp 3-component vector of uint)
    739 0:69          'inF0' ( in 3-component vector of float)
    740 0:70      findLSB ( temp 3-component vector of uint)
    741 0:70        Convert float to uint ( temp 3-component vector of uint)
    742 0:70          'inF0' ( in 3-component vector of float)
    743 0:72      bitFieldReverse ( temp 3-component vector of uint)
    744 0:72        Convert float to uint ( temp 3-component vector of uint)
    745 0:72          'inF0' ( in 3-component vector of float)
    746 0:73      Constant:
    747 0:73        0.000000
    748 0:76      Branch: Return with expression
    749 0:?         Constant:
    750 0:?           1.000000
    751 0:?           2.000000
    752 0:?           3.000000
    753 0:80  Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
    754 0:80    Function Parameters: 
    755 0:80      'inF0' ( in 4-component vector of float)
    756 0:80      'inF1' ( in 4-component vector of float)
    757 0:80      'inF2' ( in 4-component vector of float)
    758 0:80      'inI0' ( in 4-component vector of int)
    759 0:?     Sequence
    760 0:81      Constant:
    761 0:81        0.000000
    762 0:82      bitCount ( temp 4-component vector of uint)
    763 0:82        Convert float to uint ( temp 4-component vector of uint)
    764 0:82          'inF0' ( in 4-component vector of float)
    765 0:83      cross-product ( temp 3-component vector of float)
    766 0:83        Construct vec3 ( in 3-component vector of float)
    767 0:83          'inF0' ( in 4-component vector of float)
    768 0:83        Construct vec3 ( in 3-component vector of float)
    769 0:83          'inF1' ( in 4-component vector of float)
    770 0:84      Constant:
    771 0:84        0.000000
    772 0:85      Construct vec4 ( temp 4-component vector of float)
    773 0:85        direct index ( temp float)
    774 0:85          unpackHalf2x16 ( temp 2-component vector of float)
    775 0:85            direct index ( temp uint)
    776 0:85              Convert float to uint ( temp 4-component vector of uint)
    777 0:85                'inF0' ( in 4-component vector of float)
    778 0:85              Constant:
    779 0:85                0 (const int)
    780 0:85          Constant:
    781 0:85            0 (const int)
    782 0:85        direct index ( temp float)
    783 0:85          unpackHalf2x16 ( temp 2-component vector of float)
    784 0:85            direct index ( temp uint)
    785 0:85              Convert float to uint ( temp 4-component vector of uint)
    786 0:85                'inF0' ( in 4-component vector of float)
    787 0:85              Constant:
    788 0:85                1 (const int)
    789 0:85          Constant:
    790 0:85            0 (const int)
    791 0:85        direct index ( temp float)
    792 0:85          unpackHalf2x16 ( temp 2-component vector of float)
    793 0:85            direct index ( temp uint)
    794 0:85              Convert float to uint ( temp 4-component vector of uint)
    795 0:85                'inF0' ( in 4-component vector of float)
    796 0:85              Constant:
    797 0:85                2 (const int)
    798 0:85          Constant:
    799 0:85            0 (const int)
    800 0:85        direct index ( temp float)
    801 0:85          unpackHalf2x16 ( temp 2-component vector of float)
    802 0:85            direct index ( temp uint)
    803 0:85              Convert float to uint ( temp 4-component vector of uint)
    804 0:85                'inF0' ( in 4-component vector of float)
    805 0:85              Constant:
    806 0:85                3 (const int)
    807 0:85          Constant:
    808 0:85            0 (const int)
    809 0:86      findMSB ( temp 4-component vector of uint)
    810 0:86        Convert float to uint ( temp 4-component vector of uint)
    811 0:86          'inF0' ( in 4-component vector of float)
    812 0:87      findLSB ( temp 4-component vector of uint)
    813 0:87        Convert float to uint ( temp 4-component vector of uint)
    814 0:87          'inF0' ( in 4-component vector of float)
    815 0:89      bitFieldReverse ( temp 4-component vector of uint)
    816 0:89        Convert float to uint ( temp 4-component vector of uint)
    817 0:89          'inF0' ( in 4-component vector of float)
    818 0:90      Constant:
    819 0:90        0.000000
    820 0:92      Branch: Return with expression
    821 0:?         Constant:
    822 0:?           1.000000
    823 0:?           2.000000
    824 0:?           3.000000
    825 0:?           4.000000
    826 0:80  Function Definition: PixelShaderFunction( ( temp void)
    827 0:80    Function Parameters: 
    828 0:?     Sequence
    829 0:80      move second child to first child ( temp 4-component vector of float)
    830 0:?         'inF0' ( temp 4-component vector of float)
    831 0:?         'inF0' (layout( location=0) in 4-component vector of float)
    832 0:80      move second child to first child ( temp 4-component vector of float)
    833 0:?         'inF1' ( temp 4-component vector of float)
    834 0:?         'inF1' (layout( location=1) in 4-component vector of float)
    835 0:80      move second child to first child ( temp 4-component vector of float)
    836 0:?         'inF2' ( temp 4-component vector of float)
    837 0:?         'inF2' (layout( location=2) in 4-component vector of float)
    838 0:80      move second child to first child ( temp 4-component vector of int)
    839 0:?         'inI0' ( temp 4-component vector of int)
    840 0:?         'inI0' (layout( location=3) flat in 4-component vector of int)
    841 0:80      move second child to first child ( temp 4-component vector of float)
    842 0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
    843 0:80        Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
    844 0:?           'inF0' ( temp 4-component vector of float)
    845 0:?           'inF1' ( temp 4-component vector of float)
    846 0:?           'inF2' ( temp 4-component vector of float)
    847 0:?           'inI0' ( temp 4-component vector of int)
    848 0:115  Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
    849 0:115    Function Parameters: 
    850 0:115      'inF0' ( in 2X2 matrix of float)
    851 0:115      'inF1' ( in 2X2 matrix of float)
    852 0:115      'inF2' ( in 2X2 matrix of float)
    853 0:?     Sequence
    854 0:117      Constant:
    855 0:117        0.000000
    856 0:117      Constant:
    857 0:117        0.000000
    858 0:117      Constant:
    859 0:117        0.000000
    860 0:117      Constant:
    861 0:117        0.000000
    862 0:117      Constant:
    863 0:117        0.000000
    864 0:117      Constant:
    865 0:117        0.000000
    866 0:117      Constant:
    867 0:117        0.000000
    868 0:117      Constant:
    869 0:117        0.000000
    870 0:117      Constant:
    871 0:117        0.000000
    872 0:117      Constant:
    873 0:117        0.000000
    874 0:117      Constant:
    875 0:117        0.000000
    876 0:117      Constant:
    877 0:117        0.000000
    878 0:117      Constant:
    879 0:117        0.000000
    880 0:119      Branch: Return with expression
    881 0:?         Constant:
    882 0:?           2.000000
    883 0:?           2.000000
    884 0:?           2.000000
    885 0:?           2.000000
    886 0:123  Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
    887 0:123    Function Parameters: 
    888 0:123      'inF0' ( in 3X3 matrix of float)
    889 0:123      'inF1' ( in 3X3 matrix of float)
    890 0:123      'inF2' ( in 3X3 matrix of float)
    891 0:?     Sequence
    892 0:125      Constant:
    893 0:125        0.000000
    894 0:125      Constant:
    895 0:125        0.000000
    896 0:125      Constant:
    897 0:125        0.000000
    898 0:125      Constant:
    899 0:125        0.000000
    900 0:125      Constant:
    901 0:125        0.000000
    902 0:125      Constant:
    903 0:125        0.000000
    904 0:125      Constant:
    905 0:125        0.000000
    906 0:125      Constant:
    907 0:125        0.000000
    908 0:125      Constant:
    909 0:125        0.000000
    910 0:125      Constant:
    911 0:125        0.000000
    912 0:125      Constant:
    913 0:125        0.000000
    914 0:125      Constant:
    915 0:125        0.000000
    916 0:125      Constant:
    917 0:125        0.000000
    918 0:127      Branch: Return with expression
    919 0:?         Constant:
    920 0:?           3.000000
    921 0:?           3.000000
    922 0:?           3.000000
    923 0:?           3.000000
    924 0:?           3.000000
    925 0:?           3.000000
    926 0:?           3.000000
    927 0:?           3.000000
    928 0:?           3.000000
    929 0:131  Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
    930 0:131    Function Parameters: 
    931 0:131      'inF0' ( in 4X4 matrix of float)
    932 0:131      'inF1' ( in 4X4 matrix of float)
    933 0:131      'inF2' ( in 4X4 matrix of float)
    934 0:?     Sequence
    935 0:133      Constant:
    936 0:133        0.000000
    937 0:133      Constant:
    938 0:133        0.000000
    939 0:133      Constant:
    940 0:133        0.000000
    941 0:133      Constant:
    942 0:133        0.000000
    943 0:133      Constant:
    944 0:133        0.000000
    945 0:133      Constant:
    946 0:133        0.000000
    947 0:133      Constant:
    948 0:133        0.000000
    949 0:133      Constant:
    950 0:133        0.000000
    951 0:133      Constant:
    952 0:133        0.000000
    953 0:133      Constant:
    954 0:133        0.000000
    955 0:133      Constant:
    956 0:133        0.000000
    957 0:133      Constant:
    958 0:133        0.000000
    959 0:133      Constant:
    960 0:133        0.000000
    961 0:135      Branch: Return with expression
    962 0:?         Constant:
    963 0:?           4.000000
    964 0:?           4.000000
    965 0:?           4.000000
    966 0:?           4.000000
    967 0:?           4.000000
    968 0:?           4.000000
    969 0:?           4.000000
    970 0:?           4.000000
    971 0:?           4.000000
    972 0:?           4.000000
    973 0:?           4.000000
    974 0:?           4.000000
    975 0:?           4.000000
    976 0:?           4.000000
    977 0:?           4.000000
    978 0:?           4.000000
    979 0:?   Linker Objects
    980 0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
    981 0:?     'inF0' (layout( location=0) in 4-component vector of float)
    982 0:?     'inF1' (layout( location=1) in 4-component vector of float)
    983 0:?     'inF2' (layout( location=2) in 4-component vector of float)
    984 0:?     'inI0' (layout( location=3) flat in 4-component vector of int)
    985 
    986 SPIR-V is not generated for failed compile or link
    987