hlsl.intrinsics.negative.frag ERROR: 0:10: 'determinant' : no matching overloaded function found ERROR: 0:12: 'f32tof16' : unimplemented intrinsic: handle natively ERROR: 0:28: 'refract' : no matching overloaded function found ERROR: 0:30: 'transpose' : no matching overloaded function found ERROR: 0:39: 'GetRenderTargetSamplePosition' : no matching overloaded function found ERROR: 0:46: 'asdouble' : double2 conversion not implemented ERROR: 0:47: 'CheckAccessFullyMapped' : no matching overloaded function found ERROR: 0:49: 'cross' : no matching overloaded function found ERROR: 0:50: 'D3DCOLORtoUBYTE4' : no matching overloaded function found ERROR: 0:51: 'determinant' : no matching overloaded function found ERROR: 0:52: 'f32tof16' : unimplemented intrinsic: handle natively ERROR: 0:57: 'transpose' : no matching overloaded function found ERROR: 0:64: 'CheckAccessFullyMapped' : no matching overloaded function found ERROR: 0:66: 'D3DCOLORtoUBYTE4' : no matching overloaded function found ERROR: 0:67: 'determinant' : no matching overloaded function found ERROR: 0:68: 'f32tof16' : unimplemented intrinsic: handle natively ERROR: 0:73: 'transpose' : no matching overloaded function found ERROR: 0:81: 'CheckAccessFullyMapped' : no matching overloaded function found ERROR: 0:84: 'determinant' : no matching overloaded function found ERROR: 0:85: 'f32tof16' : unimplemented intrinsic: handle natively ERROR: 0:90: 'transpose' : no matching overloaded function found ERROR: 0:117: 'countbits' : no matching overloaded function found ERROR: 0:117: 'D3DCOLORtoUBYTE4' : no matching overloaded function found ERROR: 0:117: 'cross' : no matching overloaded function found ERROR: 0:117: 'f16tof32' : no matching overloaded function found ERROR: 0:117: 'firstbithigh' : no matching overloaded function found ERROR: 0:117: 'firstbitlow' : no matching overloaded function found ERROR: 0:117: 'reversebits' : no matching overloaded function found ERROR: 0:117: 'length' : no matching overloaded function found ERROR: 0:117: 'noise' : no matching overloaded function found ERROR: 0:117: 'normalize' : no matching overloaded function found ERROR: 0:117: 'reflect' : no matching overloaded function found ERROR: 0:117: 'refract' : no matching overloaded function found ERROR: 0:117: 'reversebits' : no matching overloaded function found ERROR: 0:125: 'countbits' : no matching overloaded function found ERROR: 0:125: 'D3DCOLORtoUBYTE4' : no matching overloaded function found ERROR: 0:125: 'cross' : no matching overloaded function found ERROR: 0:125: 'f16tof32' : no matching overloaded function found ERROR: 0:125: 'firstbithigh' : no matching overloaded function found ERROR: 0:125: 'firstbitlow' : no matching overloaded function found ERROR: 0:125: 'reversebits' : no matching overloaded function found ERROR: 0:125: 'length' : no matching overloaded function found ERROR: 0:125: 'noise' : no matching overloaded function found ERROR: 0:125: 'normalize' : no matching overloaded function found ERROR: 0:125: 'reflect' : no matching overloaded function found ERROR: 0:125: 'refract' : no matching overloaded function found ERROR: 0:125: 'reversebits' : no matching overloaded function found ERROR: 0:133: 'countbits' : no matching overloaded function found ERROR: 0:133: 'D3DCOLORtoUBYTE4' : no matching overloaded function found ERROR: 0:133: 'cross' : no matching overloaded function found ERROR: 0:133: 'f16tof32' : no matching overloaded function found ERROR: 0:133: 'firstbithigh' : no matching overloaded function found ERROR: 0:133: 'firstbitlow' : no matching overloaded function found ERROR: 0:133: 'reversebits' : no matching overloaded function found ERROR: 0:133: 'length' : no matching overloaded function found ERROR: 0:133: 'noise' : no matching overloaded function found ERROR: 0:133: 'normalize' : no matching overloaded function found ERROR: 0:133: 'reflect' : no matching overloaded function found ERROR: 0:133: 'refract' : no matching overloaded function found ERROR: 0:133: 'reversebits' : no matching overloaded function found ERROR: 60 compilation errors. No code generated. Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! 0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:2 'inF1' (in float) 0:2 'inF2' (in float) 0:2 'inI0' (in int) 0:? Sequence 0:5 uint64BitsToDouble (temp double) 0:5 Construct uvec2 (temp 2-component vector of uint) 0:5 Convert float to uint (temp uint) 0:5 'inF0' (in float) 0:5 Convert float to uint (temp uint) 0:5 'inF1' (in float) 0:6 Function Call: CheckAccessFullyMapped(u1; (global bool) 0:6 Constant: 0:6 3 (const uint) 0:7 bitCount (global uint) 0:7 Convert float to uint (temp uint) 0:7 'inF0' (in float) 0:8 cross-product (global 3-component vector of float) 0:8 Construct vec3 (in 3-component vector of float) 0:8 'inF0' (in float) 0:8 Construct vec3 (in 3-component vector of float) 0:8 'inF1' (in float) 0:9 Function Call: D3DCOLORtoUBYTE4(vf4; (global 4-component vector of int) 0:9 Construct vec4 (in 4-component vector of float) 0:9 'inF0' (in float) 0:10 Constant: 0:10 0.000000 0:12 ERROR: Bad unary op (global float) 0:12 Convert float to uint (temp uint) 0:12 'inF0' (in float) 0:13 findMSB (global uint) 0:13 Convert float to uint (temp uint) 0:13 'inF0' (in float) 0:14 findLSB (global uint) 0:14 Convert float to uint (temp uint) 0:14 'inF0' (in float) 0:23 length (global float) 0:23 Construct vec2 (in 2-component vector of float) 0:23 'inF0' (in float) 0:24 Function Call: msad4(u1;vu2;vu4; (global 4-component vector of uint) 0:24 Convert float to uint (temp uint) 0:24 'inF0' (in float) 0:24 Constant: 0:24 0 (const uint) 0:24 0 (const uint) 0:24 Constant: 0:24 0 (const uint) 0:24 0 (const uint) 0:24 0 (const uint) 0:24 0 (const uint) 0:25 normalize (global 2-component vector of float) 0:25 Construct vec2 (in 2-component vector of float) 0:25 'inF0' (in float) 0:26 reflect (global 2-component vector of float) 0:26 Construct vec2 (in 2-component vector of float) 0:26 'inF0' (in float) 0:26 Construct vec2 (in 2-component vector of float) 0:26 'inF1' (in float) 0:27 refract (global 2-component vector of float) 0:27 Construct vec2 (in 2-component vector of float) 0:27 'inF0' (in float) 0:27 Construct vec2 (in 2-component vector of float) 0:27 'inF1' (in float) 0:27 'inF2' (in float) 0:28 Constant: 0:28 0.000000 0:29 bitFieldReverse (global uint) 0:29 Convert float to uint (temp uint) 0:29 'inF0' (in float) 0:30 Constant: 0:30 0.000000 0:32 Branch: Return with expression 0:32 Constant: 0:32 0.000000 0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float) 0:36 Function Parameters: 0:36 'inF0' (in 1-component vector of float) 0:36 'inF1' (in 1-component vector of float) 0:36 'inF2' (in 1-component vector of float) 0:36 'inI0' (in 1-component vector of int) 0:? Sequence 0:39 Constant: 0:39 0.000000 0:41 Branch: Return with expression 0:41 Constant: 0:41 0.000000 0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float) 0:45 Function Parameters: 0:45 'inF0' (in 2-component vector of float) 0:45 'inF1' (in 2-component vector of float) 0:45 'inF2' (in 2-component vector of float) 0:45 'inI0' (in 2-component vector of int) 0:? Sequence 0:46 ERROR: Bad aggregation op (global 2-component vector of double) 0:46 Convert float to uint (temp 2-component vector of uint) 0:46 'inF0' (in 2-component vector of float) 0:46 Convert float to uint (temp 2-component vector of uint) 0:46 'inF1' (in 2-component vector of float) 0:47 Constant: 0:47 0.000000 0:48 bitCount (global 2-component vector of uint) 0:48 Convert float to uint (temp 2-component vector of uint) 0:48 'inF0' (in 2-component vector of float) 0:49 Constant: 0:49 0.000000 0:50 Constant: 0:50 0.000000 0:51 Constant: 0:51 0.000000 0:52 ERROR: Bad unary op (global 2-component vector of float) 0:52 Convert float to uint (temp 2-component vector of uint) 0:52 'inF0' (in 2-component vector of float) 0:53 findMSB (global 2-component vector of uint) 0:53 Convert float to uint (temp 2-component vector of uint) 0:53 'inF0' (in 2-component vector of float) 0:54 findLSB (global 2-component vector of uint) 0:54 Convert float to uint (temp 2-component vector of uint) 0:54 'inF0' (in 2-component vector of float) 0:56 bitFieldReverse (global 2-component vector of uint) 0:56 Convert float to uint (temp 2-component vector of uint) 0:56 'inF0' (in 2-component vector of float) 0:57 Constant: 0:57 0.000000 0:59 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float) 0:63 Function Parameters: 0:63 'inF0' (in 3-component vector of float) 0:63 'inF1' (in 3-component vector of float) 0:63 'inF2' (in 3-component vector of float) 0:63 'inI0' (in 3-component vector of int) 0:? Sequence 0:64 Constant: 0:64 0.000000 0:65 bitCount (global 3-component vector of uint) 0:65 Convert float to uint (temp 3-component vector of uint) 0:65 'inF0' (in 3-component vector of float) 0:66 Constant: 0:66 0.000000 0:67 Constant: 0:67 0.000000 0:68 ERROR: Bad unary op (global 3-component vector of float) 0:68 Convert float to uint (temp 3-component vector of uint) 0:68 'inF0' (in 3-component vector of float) 0:69 findMSB (global 3-component vector of uint) 0:69 Convert float to uint (temp 3-component vector of uint) 0:69 'inF0' (in 3-component vector of float) 0:70 findLSB (global 3-component vector of uint) 0:70 Convert float to uint (temp 3-component vector of uint) 0:70 'inF0' (in 3-component vector of float) 0:72 bitFieldReverse (global 3-component vector of uint) 0:72 Convert float to uint (temp 3-component vector of uint) 0:72 'inF0' (in 3-component vector of float) 0:73 Constant: 0:73 0.000000 0:76 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) 0:80 Function Parameters: 0:80 'inF0' (layout(location=0 ) in 4-component vector of float) 0:80 'inF1' (layout(location=1 ) in 4-component vector of float) 0:80 'inF2' (layout(location=2 ) in 4-component vector of float) 0:80 'inI0' (layout(location=3 ) in 4-component vector of int) 0:? Sequence 0:81 Constant: 0:81 0.000000 0:82 bitCount (global 4-component vector of uint) 0:82 Convert float to uint (temp 4-component vector of uint) 0:82 'inF0' (layout(location=0 ) in 4-component vector of float) 0:83 cross-product (global 3-component vector of float) 0:83 Construct vec3 (in 3-component vector of float) 0:83 'inF0' (layout(location=0 ) in 4-component vector of float) 0:83 Construct vec3 (in 3-component vector of float) 0:83 'inF1' (layout(location=1 ) in 4-component vector of float) 0:84 Constant: 0:84 0.000000 0:85 ERROR: Bad unary op (global 4-component vector of float) 0:85 Convert float to uint (temp 4-component vector of uint) 0:85 'inF0' (layout(location=0 ) in 4-component vector of float) 0:86 findMSB (global 4-component vector of uint) 0:86 Convert float to uint (temp 4-component vector of uint) 0:86 'inF0' (layout(location=0 ) in 4-component vector of float) 0:87 findLSB (global 4-component vector of uint) 0:87 Convert float to uint (temp 4-component vector of uint) 0:87 'inF0' (layout(location=0 ) in 4-component vector of float) 0:89 bitFieldReverse (global 4-component vector of uint) 0:89 Convert float to uint (temp 4-component vector of uint) 0:89 'inF0' (layout(location=0 ) in 4-component vector of float) 0:90 Constant: 0:90 0.000000 0:92 Sequence 0:92 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:92 Branch: Return 0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:115 Function Parameters: 0:115 'inF0' (in 2X2 matrix of float) 0:115 'inF1' (in 2X2 matrix of float) 0:115 'inF2' (in 2X2 matrix of float) 0:? Sequence 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:119 Branch: Return with expression 0:? Constant: 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:123 Function Parameters: 0:123 'inF0' (in 3X3 matrix of float) 0:123 'inF1' (in 3X3 matrix of float) 0:123 'inF2' (in 3X3 matrix of float) 0:? Sequence 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:127 Branch: Return with expression 0:? Constant: 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:131 Function Parameters: 0:131 'inF0' (in 4X4 matrix of float) 0:131 'inF1' (in 4X4 matrix of float) 0:131 'inF2' (in 4X4 matrix of float) 0:? Sequence 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:135 Branch: Return with expression 0:? Constant: 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'inF0' (layout(location=0 ) in 4-component vector of float) 0:? 'inF1' (layout(location=1 ) in 4-component vector of float) 0:? 'inF2' (layout(location=2 ) in 4-component vector of float) 0:? 'inI0' (layout(location=3 ) in 4-component vector of int) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left ERROR: node is still EOpNull! 0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (temp float) 0:2 Function Parameters: 0:2 'inF0' (in float) 0:2 'inF1' (in float) 0:2 'inF2' (in float) 0:2 'inI0' (in int) 0:? Sequence 0:5 uint64BitsToDouble (temp double) 0:5 Construct uvec2 (temp 2-component vector of uint) 0:5 Convert float to uint (temp uint) 0:5 'inF0' (in float) 0:5 Convert float to uint (temp uint) 0:5 'inF1' (in float) 0:6 Function Call: CheckAccessFullyMapped(u1; (global bool) 0:6 Constant: 0:6 3 (const uint) 0:7 bitCount (global uint) 0:7 Convert float to uint (temp uint) 0:7 'inF0' (in float) 0:8 cross-product (global 3-component vector of float) 0:8 Construct vec3 (in 3-component vector of float) 0:8 'inF0' (in float) 0:8 Construct vec3 (in 3-component vector of float) 0:8 'inF1' (in float) 0:9 Function Call: D3DCOLORtoUBYTE4(vf4; (global 4-component vector of int) 0:9 Construct vec4 (in 4-component vector of float) 0:9 'inF0' (in float) 0:10 Constant: 0:10 0.000000 0:12 ERROR: Bad unary op (global float) 0:12 Convert float to uint (temp uint) 0:12 'inF0' (in float) 0:13 findMSB (global uint) 0:13 Convert float to uint (temp uint) 0:13 'inF0' (in float) 0:14 findLSB (global uint) 0:14 Convert float to uint (temp uint) 0:14 'inF0' (in float) 0:23 length (global float) 0:23 Construct vec2 (in 2-component vector of float) 0:23 'inF0' (in float) 0:24 Function Call: msad4(u1;vu2;vu4; (global 4-component vector of uint) 0:24 Convert float to uint (temp uint) 0:24 'inF0' (in float) 0:24 Constant: 0:24 0 (const uint) 0:24 0 (const uint) 0:24 Constant: 0:24 0 (const uint) 0:24 0 (const uint) 0:24 0 (const uint) 0:24 0 (const uint) 0:25 normalize (global 2-component vector of float) 0:25 Construct vec2 (in 2-component vector of float) 0:25 'inF0' (in float) 0:26 reflect (global 2-component vector of float) 0:26 Construct vec2 (in 2-component vector of float) 0:26 'inF0' (in float) 0:26 Construct vec2 (in 2-component vector of float) 0:26 'inF1' (in float) 0:27 refract (global 2-component vector of float) 0:27 Construct vec2 (in 2-component vector of float) 0:27 'inF0' (in float) 0:27 Construct vec2 (in 2-component vector of float) 0:27 'inF1' (in float) 0:27 'inF2' (in float) 0:28 Constant: 0:28 0.000000 0:29 bitFieldReverse (global uint) 0:29 Convert float to uint (temp uint) 0:29 'inF0' (in float) 0:30 Constant: 0:30 0.000000 0:32 Branch: Return with expression 0:32 Constant: 0:32 0.000000 0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float) 0:36 Function Parameters: 0:36 'inF0' (in 1-component vector of float) 0:36 'inF1' (in 1-component vector of float) 0:36 'inF2' (in 1-component vector of float) 0:36 'inI0' (in 1-component vector of int) 0:? Sequence 0:39 Constant: 0:39 0.000000 0:41 Branch: Return with expression 0:41 Constant: 0:41 0.000000 0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float) 0:45 Function Parameters: 0:45 'inF0' (in 2-component vector of float) 0:45 'inF1' (in 2-component vector of float) 0:45 'inF2' (in 2-component vector of float) 0:45 'inI0' (in 2-component vector of int) 0:? Sequence 0:46 ERROR: Bad aggregation op (global 2-component vector of double) 0:46 Convert float to uint (temp 2-component vector of uint) 0:46 'inF0' (in 2-component vector of float) 0:46 Convert float to uint (temp 2-component vector of uint) 0:46 'inF1' (in 2-component vector of float) 0:47 Constant: 0:47 0.000000 0:48 bitCount (global 2-component vector of uint) 0:48 Convert float to uint (temp 2-component vector of uint) 0:48 'inF0' (in 2-component vector of float) 0:49 Constant: 0:49 0.000000 0:50 Constant: 0:50 0.000000 0:51 Constant: 0:51 0.000000 0:52 ERROR: Bad unary op (global 2-component vector of float) 0:52 Convert float to uint (temp 2-component vector of uint) 0:52 'inF0' (in 2-component vector of float) 0:53 findMSB (global 2-component vector of uint) 0:53 Convert float to uint (temp 2-component vector of uint) 0:53 'inF0' (in 2-component vector of float) 0:54 findLSB (global 2-component vector of uint) 0:54 Convert float to uint (temp 2-component vector of uint) 0:54 'inF0' (in 2-component vector of float) 0:56 bitFieldReverse (global 2-component vector of uint) 0:56 Convert float to uint (temp 2-component vector of uint) 0:56 'inF0' (in 2-component vector of float) 0:57 Constant: 0:57 0.000000 0:59 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float) 0:63 Function Parameters: 0:63 'inF0' (in 3-component vector of float) 0:63 'inF1' (in 3-component vector of float) 0:63 'inF2' (in 3-component vector of float) 0:63 'inI0' (in 3-component vector of int) 0:? Sequence 0:64 Constant: 0:64 0.000000 0:65 bitCount (global 3-component vector of uint) 0:65 Convert float to uint (temp 3-component vector of uint) 0:65 'inF0' (in 3-component vector of float) 0:66 Constant: 0:66 0.000000 0:67 Constant: 0:67 0.000000 0:68 ERROR: Bad unary op (global 3-component vector of float) 0:68 Convert float to uint (temp 3-component vector of uint) 0:68 'inF0' (in 3-component vector of float) 0:69 findMSB (global 3-component vector of uint) 0:69 Convert float to uint (temp 3-component vector of uint) 0:69 'inF0' (in 3-component vector of float) 0:70 findLSB (global 3-component vector of uint) 0:70 Convert float to uint (temp 3-component vector of uint) 0:70 'inF0' (in 3-component vector of float) 0:72 bitFieldReverse (global 3-component vector of uint) 0:72 Convert float to uint (temp 3-component vector of uint) 0:72 'inF0' (in 3-component vector of float) 0:73 Constant: 0:73 0.000000 0:76 Branch: Return with expression 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float) 0:80 Function Parameters: 0:80 'inF0' (layout(location=0 ) in 4-component vector of float) 0:80 'inF1' (layout(location=1 ) in 4-component vector of float) 0:80 'inF2' (layout(location=2 ) in 4-component vector of float) 0:80 'inI0' (layout(location=3 ) in 4-component vector of int) 0:? Sequence 0:81 Constant: 0:81 0.000000 0:82 bitCount (global 4-component vector of uint) 0:82 Convert float to uint (temp 4-component vector of uint) 0:82 'inF0' (layout(location=0 ) in 4-component vector of float) 0:83 cross-product (global 3-component vector of float) 0:83 Construct vec3 (in 3-component vector of float) 0:83 'inF0' (layout(location=0 ) in 4-component vector of float) 0:83 Construct vec3 (in 3-component vector of float) 0:83 'inF1' (layout(location=1 ) in 4-component vector of float) 0:84 Constant: 0:84 0.000000 0:85 ERROR: Bad unary op (global 4-component vector of float) 0:85 Convert float to uint (temp 4-component vector of uint) 0:85 'inF0' (layout(location=0 ) in 4-component vector of float) 0:86 findMSB (global 4-component vector of uint) 0:86 Convert float to uint (temp 4-component vector of uint) 0:86 'inF0' (layout(location=0 ) in 4-component vector of float) 0:87 findLSB (global 4-component vector of uint) 0:87 Convert float to uint (temp 4-component vector of uint) 0:87 'inF0' (layout(location=0 ) in 4-component vector of float) 0:89 bitFieldReverse (global 4-component vector of uint) 0:89 Convert float to uint (temp 4-component vector of uint) 0:89 'inF0' (layout(location=0 ) in 4-component vector of float) 0:90 Constant: 0:90 0.000000 0:92 Sequence 0:92 move second child to first child (temp 4-component vector of float) 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? Constant: 0:? 1.000000 0:? 2.000000 0:? 3.000000 0:? 4.000000 0:92 Branch: Return 0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float) 0:115 Function Parameters: 0:115 'inF0' (in 2X2 matrix of float) 0:115 'inF1' (in 2X2 matrix of float) 0:115 'inF2' (in 2X2 matrix of float) 0:? Sequence 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:117 Constant: 0:117 0.000000 0:119 Branch: Return with expression 0:? Constant: 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:? 2.000000 0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float) 0:123 Function Parameters: 0:123 'inF0' (in 3X3 matrix of float) 0:123 'inF1' (in 3X3 matrix of float) 0:123 'inF2' (in 3X3 matrix of float) 0:? Sequence 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:125 Constant: 0:125 0.000000 0:127 Branch: Return with expression 0:? Constant: 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:? 3.000000 0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float) 0:131 Function Parameters: 0:131 'inF0' (in 4X4 matrix of float) 0:131 'inF1' (in 4X4 matrix of float) 0:131 'inF2' (in 4X4 matrix of float) 0:? Sequence 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:133 Constant: 0:133 0.000000 0:135 Branch: Return with expression 0:? Constant: 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? 4.000000 0:? Linker Objects 0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float) 0:? 'inF0' (layout(location=0 ) in 4-component vector of float) 0:? 'inF1' (layout(location=1 ) in 4-component vector of float) 0:? 'inF2' (layout(location=2 ) in 4-component vector of float) 0:? 'inI0' (layout(location=3 ) in 4-component vector of int) SPIR-V is not generated for failed compile or link