Setting component=0 is later taken to mean the shader did so, which is not always legal. It should instead set the component as not set by the shader.
284 lines
13 KiB
Plaintext
284 lines
13 KiB
Plaintext
450.frag
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Warning, version 450 is not yet complete; most version-specific features are present, but some are missing.
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ERROR: 0:63: 'location' : cannot use in a block array where new locations are needed for each block element
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ERROR: 1 compilation errors. No code generated.
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Shader version: 450
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ERROR: node is still EOpNull!
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0:8 Function Definition: main( ( global void)
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0:8 Function Parameters:
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0:10 Sequence
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0:10 Sequence
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0:10 move second child to first child ( temp 2-component vector of float)
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0:10 'v2' ( temp 2-component vector of float)
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0:10 dPdxFine ( global 2-component vector of float)
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0:10 'in2' ( smooth in 2-component vector of float)
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0:11 Sequence
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0:11 move second child to first child ( temp 3-component vector of float)
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0:11 'v3' ( temp 3-component vector of float)
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0:11 dPdyCoarse ( global 3-component vector of float)
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0:11 'in3' ( smooth in 3-component vector of float)
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0:12 Sequence
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0:12 move second child to first child ( temp 4-component vector of float)
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0:12 'v4' ( temp 4-component vector of float)
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0:12 fwidth ( global 4-component vector of float)
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0:12 'in4' ( smooth in 4-component vector of float)
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 'v4' ( temp 4-component vector of float)
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0:13 dPdyFine ( global 4-component vector of float)
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0:13 'in4' ( smooth in 4-component vector of float)
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0:14 move second child to first child ( temp 3-component vector of float)
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0:14 'v3' ( temp 3-component vector of float)
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0:14 dPdyFine ( global 3-component vector of float)
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0:14 'in3' ( smooth in 3-component vector of float)
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0:15 Sequence
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0:15 move second child to first child ( temp float)
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0:15 'f' ( temp float)
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0:15 add ( temp float)
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0:15 add ( temp float)
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0:15 dPdx ( global float)
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0:15 'in1' ( smooth in float)
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0:15 dPdxFine ( global float)
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0:15 'in1' ( smooth in float)
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0:15 dPdxCoarse ( global float)
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0:15 'in1' ( smooth in float)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 'v4' ( temp 4-component vector of float)
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0:16 add ( temp 4-component vector of float)
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0:16 fwidthCoarse ( global 4-component vector of float)
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0:16 'in4' ( smooth in 4-component vector of float)
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0:16 fwidthFine ( global 4-component vector of float)
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0:16 'in4' ( smooth in 4-component vector of float)
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0:18 Sequence
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0:18 move second child to first child ( temp float)
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0:18 'cull' ( temp float)
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0:18 direct index ( smooth temp float CullDistance)
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0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:18 Constant:
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0:18 2 (const int)
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'consts' ( temp float)
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0:19 Constant:
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0:19 20.000000
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0:21 Test condition and select ( temp void)
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0:21 Condition
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0:21 'gl_HelperInvocation' ( in bool HelperInvocation)
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0:21 true case
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0:22 Pre-Increment ( temp 4-component vector of float)
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0:22 'v4' ( temp 4-component vector of float)
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0:24 Sequence
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0:24 move second child to first child ( temp int)
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0:24 'sum' ( temp int)
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0:24 Constant:
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0:24 32 (const int)
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0:32 Sequence
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0:32 move second child to first child ( temp 2-component vector of bool)
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0:32 'b2' ( temp 2-component vector of bool)
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0:32 mix ( global 2-component vector of bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b1' ( temp bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b3' ( temp bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b' ( temp bool)
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0:33 Sequence
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0:33 move second child to first child ( temp uint)
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0:33 'um' ( temp uint)
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0:33 mix ( global uint)
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0:33 'uin' ( temp uint)
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0:33 'uin' ( temp uint)
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0:33 'b' ( temp bool)
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0:34 Sequence
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0:34 move second child to first child ( temp 3-component vector of int)
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0:34 'im3' ( temp 3-component vector of int)
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0:34 mix ( global 3-component vector of int)
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0:34 Construct ivec3 ( temp 3-component vector of int)
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0:34 Convert uint to int ( temp int)
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0:34 'uin' ( temp uint)
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0:34 Construct ivec3 ( temp 3-component vector of int)
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0:34 Convert uint to int ( temp int)
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0:34 'uin' ( temp uint)
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0:34 Construct bvec3 ( temp 3-component vector of bool)
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0:34 'b' ( temp bool)
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0:42 Function Definition: foo( ( global void)
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0:42 Function Parameters:
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0:44 Sequence
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0:44 Sequence
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0:44 move second child to first child ( temp int)
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0:44 's' ( temp int)
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0:44 textureSamples ( global int)
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0:44 's2dms' ( uniform sampler2DMS)
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0:45 add second child into first child ( temp int)
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0:45 's' ( temp int)
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0:45 textureSamples ( global int)
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0:45 'us2dmsa' ( uniform usampler2DMSArray)
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0:46 add second child into first child ( temp int)
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0:46 's' ( temp int)
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0:46 imageQuerySamples ( global int)
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0:46 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
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0:47 add second child into first child ( temp int)
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0:47 's' ( temp int)
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0:47 imageQuerySamples ( global int)
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0:47 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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0:48 Sequence
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0:48 move second child to first child ( temp float)
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0:48 'f' ( temp float)
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0:48 imageAtomicExchange ( global float)
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0:48 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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0:48 Convert float to int ( temp 3-component vector of int)
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0:48 'in3' ( smooth in 3-component vector of float)
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0:48 Constant:
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0:48 2 (const int)
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0:48 Constant:
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0:48 4.500000
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0:53 Function Definition: cull(i1; ( global float)
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0:53 Function Parameters:
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0:53 'i' ( in int)
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0:55 Sequence
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0:55 Branch: Return with expression
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0:55 Test condition and select ( temp float)
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0:55 Condition
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0:55 Compare Greater Than or Equal ( temp bool)
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0:55 'i' ( in int)
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0:55 Constant:
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0:55 6 (const int)
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0:55 true case
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0:55 direct index ( smooth temp float CullDistance)
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0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:55 Constant:
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0:55 5 (const int)
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0:55 false case
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0:55 indirect index ( smooth temp float CullDistance)
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0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:55 'i' ( in int)
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0:? Linker Objects
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0:? 'in1' ( smooth in float)
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0:? 'in2' ( smooth in 2-component vector of float)
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0:? 'in3' ( smooth in 3-component vector of float)
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0:? 'in4' ( smooth in 4-component vector of float)
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0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:? 's2dms' ( uniform sampler2DMS)
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0:? 'us2dmsa' ( uniform usampler2DMSArray)
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0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
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0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
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0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
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Linked fragment stage:
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Shader version: 450
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ERROR: node is still EOpNull!
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0:8 Function Definition: main( ( global void)
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0:8 Function Parameters:
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0:10 Sequence
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0:10 Sequence
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0:10 move second child to first child ( temp 2-component vector of float)
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0:10 'v2' ( temp 2-component vector of float)
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0:10 dPdxFine ( global 2-component vector of float)
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0:10 'in2' ( smooth in 2-component vector of float)
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0:11 Sequence
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0:11 move second child to first child ( temp 3-component vector of float)
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0:11 'v3' ( temp 3-component vector of float)
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0:11 dPdyCoarse ( global 3-component vector of float)
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0:11 'in3' ( smooth in 3-component vector of float)
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0:12 Sequence
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0:12 move second child to first child ( temp 4-component vector of float)
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0:12 'v4' ( temp 4-component vector of float)
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0:12 fwidth ( global 4-component vector of float)
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0:12 'in4' ( smooth in 4-component vector of float)
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 'v4' ( temp 4-component vector of float)
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0:13 dPdyFine ( global 4-component vector of float)
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0:13 'in4' ( smooth in 4-component vector of float)
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0:14 move second child to first child ( temp 3-component vector of float)
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0:14 'v3' ( temp 3-component vector of float)
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0:14 dPdyFine ( global 3-component vector of float)
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0:14 'in3' ( smooth in 3-component vector of float)
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0:15 Sequence
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0:15 move second child to first child ( temp float)
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0:15 'f' ( temp float)
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0:15 add ( temp float)
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0:15 add ( temp float)
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0:15 dPdx ( global float)
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0:15 'in1' ( smooth in float)
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0:15 dPdxFine ( global float)
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0:15 'in1' ( smooth in float)
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0:15 dPdxCoarse ( global float)
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0:15 'in1' ( smooth in float)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:16 'v4' ( temp 4-component vector of float)
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0:16 add ( temp 4-component vector of float)
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0:16 fwidthCoarse ( global 4-component vector of float)
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0:16 'in4' ( smooth in 4-component vector of float)
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0:16 fwidthFine ( global 4-component vector of float)
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0:16 'in4' ( smooth in 4-component vector of float)
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0:18 Sequence
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0:18 move second child to first child ( temp float)
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0:18 'cull' ( temp float)
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0:18 direct index ( smooth temp float CullDistance)
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0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:18 Constant:
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0:18 2 (const int)
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'consts' ( temp float)
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0:19 Constant:
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0:19 20.000000
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0:21 Test condition and select ( temp void)
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0:21 Condition
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0:21 'gl_HelperInvocation' ( in bool HelperInvocation)
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0:21 true case
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0:22 Pre-Increment ( temp 4-component vector of float)
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0:22 'v4' ( temp 4-component vector of float)
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0:24 Sequence
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0:24 move second child to first child ( temp int)
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0:24 'sum' ( temp int)
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0:24 Constant:
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0:24 32 (const int)
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0:32 Sequence
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0:32 move second child to first child ( temp 2-component vector of bool)
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0:32 'b2' ( temp 2-component vector of bool)
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0:32 mix ( global 2-component vector of bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b1' ( temp bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b3' ( temp bool)
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0:32 Construct bvec2 ( temp 2-component vector of bool)
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0:32 'b' ( temp bool)
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0:33 Sequence
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0:33 move second child to first child ( temp uint)
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0:33 'um' ( temp uint)
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0:33 mix ( global uint)
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0:33 'uin' ( temp uint)
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0:33 'uin' ( temp uint)
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0:33 'b' ( temp bool)
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0:34 Sequence
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0:34 move second child to first child ( temp 3-component vector of int)
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0:34 'im3' ( temp 3-component vector of int)
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0:34 mix ( global 3-component vector of int)
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0:34 Construct ivec3 ( temp 3-component vector of int)
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0:34 Convert uint to int ( temp int)
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0:34 'uin' ( temp uint)
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0:34 Construct ivec3 ( temp 3-component vector of int)
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0:34 Convert uint to int ( temp int)
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0:34 'uin' ( temp uint)
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0:34 Construct bvec3 ( temp 3-component vector of bool)
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0:34 'b' ( temp bool)
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0:? Linker Objects
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0:? 'in1' ( smooth in float)
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0:? 'in2' ( smooth in 2-component vector of float)
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0:? 'in3' ( smooth in 3-component vector of float)
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0:? 'in4' ( smooth in 4-component vector of float)
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0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:? 's2dms' ( uniform sampler2DMS)
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0:? 'us2dmsa' ( uniform usampler2DMSArray)
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0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
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0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
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0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
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