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