1hlsl.intrinsics.negative.frag 2ERROR: 0:10: 'determinant' : ambiguous best function under implicit type conversion 3ERROR: 0:25: 'normalize' : ambiguous best function under implicit type conversion 4ERROR: 0:26: 'reflect' : ambiguous best function under implicit type conversion 5ERROR: 0:27: 'refract' : ambiguous best function under implicit type conversion 6ERROR: 0:28: 'refract' : no matching overloaded function found 7ERROR: 0:30: 'transpose' : ambiguous best function under implicit type conversion 8ERROR: 0:39: 'GetRenderTargetSamplePosition' : no matching overloaded function found 9ERROR: 0:46: 'asdouble' : double2 conversion not implemented 10ERROR: 0:47: 'CheckAccessFullyMapped' : no matching overloaded function found 11ERROR: 0:49: 'cross' : no matching overloaded function found 12ERROR: 0:50: 'D3DCOLORtoUBYTE4' : no matching overloaded function found 13ERROR: 0:51: 'determinant' : no matching overloaded function found 14ERROR: 0:57: 'transpose' : no matching overloaded function found 15ERROR: 0:64: 'CheckAccessFullyMapped' : no matching overloaded function found 16ERROR: 0:66: 'D3DCOLORtoUBYTE4' : no matching overloaded function found 17ERROR: 0:67: 'determinant' : no matching overloaded function found 18ERROR: 0:73: 'transpose' : no matching overloaded function found 19ERROR: 0:81: 'CheckAccessFullyMapped' : no matching overloaded function found 20ERROR: 0:84: 'determinant' : no matching overloaded function found 21ERROR: 0:90: 'transpose' : no matching overloaded function found 22ERROR: 0:117: 'countbits' : no matching overloaded function found 23ERROR: 0:117: 'D3DCOLORtoUBYTE4' : no matching overloaded function found 24ERROR: 0:117: 'cross' : no matching overloaded function found 25ERROR: 0:117: 'f16tof32' : no matching overloaded function found 26ERROR: 0:117: 'firstbithigh' : no matching overloaded function found 27ERROR: 0:117: 'firstbitlow' : no matching overloaded function found 28ERROR: 0:117: 'reversebits' : no matching overloaded function found 29ERROR: 0:117: 'length' : no matching overloaded function found 30ERROR: 0:117: 'noise' : no matching overloaded function found 31ERROR: 0:117: 'normalize' : no matching overloaded function found 32ERROR: 0:117: 'reflect' : no matching overloaded function found 33ERROR: 0:117: 'refract' : no matching overloaded function found 34ERROR: 0:117: 'reversebits' : no matching overloaded function found 35ERROR: 0:125: 'countbits' : no matching overloaded function found 36ERROR: 0:125: 'D3DCOLORtoUBYTE4' : no matching overloaded function found 37ERROR: 0:125: 'cross' : no matching overloaded function found 38ERROR: 0:125: 'f16tof32' : no matching overloaded function found 39ERROR: 0:125: 'firstbithigh' : no matching overloaded function found 40ERROR: 0:125: 'firstbitlow' : no matching overloaded function found 41ERROR: 0:125: 'reversebits' : no matching overloaded function found 42ERROR: 0:125: 'length' : no matching overloaded function found 43ERROR: 0:125: 'noise' : no matching overloaded function found 44ERROR: 0:125: 'normalize' : no matching overloaded function found 45ERROR: 0:125: 'reflect' : no matching overloaded function found 46ERROR: 0:125: 'refract' : no matching overloaded function found 47ERROR: 0:125: 'reversebits' : no matching overloaded function found 48ERROR: 0:133: 'countbits' : no matching overloaded function found 49ERROR: 0:133: 'D3DCOLORtoUBYTE4' : no matching overloaded function found 50ERROR: 0:133: 'cross' : no matching overloaded function found 51ERROR: 0:133: 'f16tof32' : no matching overloaded function found 52ERROR: 0:133: 'firstbithigh' : no matching overloaded function found 53ERROR: 0:133: 'firstbitlow' : no matching overloaded function found 54ERROR: 0:133: 'reversebits' : no matching overloaded function found 55ERROR: 0:133: 'length' : no matching overloaded function found 56ERROR: 0:133: 'noise' : no matching overloaded function found 57ERROR: 0:133: 'normalize' : no matching overloaded function found 58ERROR: 0:133: 'reflect' : no matching overloaded function found 59ERROR: 0:133: 'refract' : no matching overloaded function found 60ERROR: 0:133: 'reversebits' : no matching overloaded function found 61ERROR: 59 compilation errors. No code generated. 62 63 64Shader version: 500 65gl_FragCoord origin is upper left 66ERROR: node is still EOpNull! 670:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; ( temp float) 680:2 Function Parameters: 690:2 'inF0' ( in float) 700:2 'inF1' ( in float) 710:2 'inF2' ( in float) 720:2 'inI0' ( in int) 730:? Sequence 740:5 uint64BitsToDouble ( temp double) 750:5 Construct uvec2 ( temp 2-component vector of uint) 760:5 Convert float to uint ( temp uint) 770:5 'inF0' ( in float) 780:5 Convert float to uint ( temp uint) 790:5 'inF1' ( in float) 800:6 Function Call: CheckAccessFullyMapped(u1; ( temp bool) 810:6 Constant: 820:6 3 (const uint) 830:7 bitCount ( temp uint) 840:7 Convert float to uint ( temp uint) 850:7 'inF0' ( in float) 860:8 cross-product ( temp 3-component vector of float) 870:8 Construct vec3 ( in 3-component vector of float) 880:8 'inF0' ( in float) 890:8 Construct vec3 ( in 3-component vector of float) 900:8 'inF1' ( in float) 910:9 Convert float to int ( temp 4-component vector of int) 920:9 vector-scale ( temp 4-component vector of float) 930:9 Constant: 940:9 255.001953 950:9 vector swizzle ( temp 4-component vector of float) 960:9 Construct vec4 ( in 4-component vector of float) 970:9 'inF0' ( in float) 980:9 Sequence 990:9 Constant: 1000:9 2 (const int) 1010:9 Constant: 1020:9 1 (const int) 1030:9 Constant: 1040:9 0 (const int) 1050:9 Constant: 1060:9 3 (const int) 1070:10 determinant ( temp float) 108ERROR: node is still EOpNull! 1090:10 'inF0' ( in float) 1100:12 direct index ( temp float) 1110:12 unpackHalf2x16 ( temp 2-component vector of float) 1120:12 Convert float to uint ( temp uint) 1130:12 'inF0' ( in float) 1140:12 Constant: 1150:12 0 (const int) 1160:13 findMSB ( temp uint) 1170:13 Convert float to uint ( temp uint) 1180:13 'inF0' ( in float) 1190:14 findLSB ( temp uint) 1200:14 Convert float to uint ( temp uint) 1210:14 'inF0' ( in float) 1220:23 length ( temp float) 1230:23 'inF0' ( in float) 1240:24 Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint) 1250:24 Convert float to uint ( temp uint) 1260:24 'inF0' ( in float) 1270:24 Constant: 1280:24 0 (const uint) 1290:24 0 (const uint) 1300:24 Constant: 1310:24 0 (const uint) 1320:24 0 (const uint) 1330:24 0 (const uint) 1340:24 0 (const uint) 1350:25 normalize ( temp 2-component vector of float) 1360:25 Construct vec2 ( in 2-component vector of float) 1370:25 'inF0' ( in float) 1380:26 reflect ( temp 2-component vector of float) 1390:26 Construct vec2 ( in 2-component vector of float) 1400:26 'inF0' ( in float) 1410:26 Construct vec2 ( in 2-component vector of float) 1420:26 'inF1' ( in float) 1430:27 refract ( temp 2-component vector of float) 1440:27 Construct vec2 ( in 2-component vector of float) 1450:27 'inF0' ( in float) 1460:27 Construct vec2 ( in 2-component vector of float) 1470:27 'inF1' ( in float) 1480:27 'inF2' ( in float) 1490:28 Constant: 1500:28 0.000000 1510:29 bitFieldReverse ( temp uint) 1520:29 Convert float to uint ( temp uint) 1530:29 'inF0' ( in float) 1540:30 transpose ( temp 1X1 matrix of float) 155ERROR: node is still EOpNull! 1560:30 'inF0' ( in float) 1570:32 Branch: Return with expression 1580:32 Constant: 1590:32 0.000000 1600:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float) 1610:36 Function Parameters: 1620:36 'inF0' ( in 1-component vector of float) 1630:36 'inF1' ( in 1-component vector of float) 1640:36 'inF2' ( in 1-component vector of float) 1650:36 'inI0' ( in 1-component vector of int) 1660:? Sequence 1670:39 Constant: 1680:39 0.000000 1690:41 Branch: Return with expression 1700:41 Constant: 1710:41 0.000000 1720:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float) 1730:45 Function Parameters: 1740:45 'inF0' ( in 2-component vector of float) 1750:45 'inF1' ( in 2-component vector of float) 1760:45 'inF2' ( in 2-component vector of float) 1770:45 'inI0' ( in 2-component vector of int) 1780:? Sequence 1790:46 ERROR: Bad aggregation op 180 ( temp 2-component vector of double) 1810:46 Convert float to uint ( temp 2-component vector of uint) 1820:46 'inF0' ( in 2-component vector of float) 1830:46 Convert float to uint ( temp 2-component vector of uint) 1840:46 'inF1' ( in 2-component vector of float) 1850:47 Constant: 1860:47 0.000000 1870:48 bitCount ( temp 2-component vector of uint) 1880:48 Convert float to uint ( temp 2-component vector of uint) 1890:48 'inF0' ( in 2-component vector of float) 1900:49 Constant: 1910:49 0.000000 1920:50 Constant: 1930:50 0.000000 1940:51 Constant: 1950:51 0.000000 1960:52 Construct vec2 ( temp 2-component vector of float) 1970:52 direct index ( temp float) 1980:52 unpackHalf2x16 ( temp 2-component vector of float) 1990:52 direct index ( temp uint) 2000:52 Convert float to uint ( temp 2-component vector of uint) 2010:52 'inF0' ( in 2-component vector of float) 2020:52 Constant: 2030:52 0 (const int) 2040:52 Constant: 2050:52 0 (const int) 2060:52 direct index ( temp float) 2070:52 unpackHalf2x16 ( temp 2-component vector of float) 2080:52 direct index ( temp uint) 2090:52 Convert float to uint ( temp 2-component vector of uint) 2100:52 'inF0' ( in 2-component vector of float) 2110:52 Constant: 2120:52 1 (const int) 2130:52 Constant: 2140:52 0 (const int) 2150:53 findMSB ( temp 2-component vector of uint) 2160:53 Convert float to uint ( temp 2-component vector of uint) 2170:53 'inF0' ( in 2-component vector of float) 2180:54 findLSB ( temp 2-component vector of uint) 2190:54 Convert float to uint ( temp 2-component vector of uint) 2200:54 'inF0' ( in 2-component vector of float) 2210:56 bitFieldReverse ( temp 2-component vector of uint) 2220:56 Convert float to uint ( temp 2-component vector of uint) 2230:56 'inF0' ( in 2-component vector of float) 2240:57 Constant: 2250:57 0.000000 2260:59 Branch: Return with expression 2270:? Constant: 2280:? 1.000000 2290:? 2.000000 2300:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 2310:63 Function Parameters: 2320:63 'inF0' ( in 3-component vector of float) 2330:63 'inF1' ( in 3-component vector of float) 2340:63 'inF2' ( in 3-component vector of float) 2350:63 'inI0' ( in 3-component vector of int) 2360:? Sequence 2370:64 Constant: 2380:64 0.000000 2390:65 bitCount ( temp 3-component vector of uint) 2400:65 Convert float to uint ( temp 3-component vector of uint) 2410:65 'inF0' ( in 3-component vector of float) 2420:66 Constant: 2430:66 0.000000 2440:67 Constant: 2450:67 0.000000 2460:68 Construct vec3 ( temp 3-component vector of float) 2470:68 direct index ( temp float) 2480:68 unpackHalf2x16 ( temp 2-component vector of float) 2490:68 direct index ( temp uint) 2500:68 Convert float to uint ( temp 3-component vector of uint) 2510:68 'inF0' ( in 3-component vector of float) 2520:68 Constant: 2530:68 0 (const int) 2540:68 Constant: 2550:68 0 (const int) 2560:68 direct index ( temp float) 2570:68 unpackHalf2x16 ( temp 2-component vector of float) 2580:68 direct index ( temp uint) 2590:68 Convert float to uint ( temp 3-component vector of uint) 2600:68 'inF0' ( in 3-component vector of float) 2610:68 Constant: 2620:68 1 (const int) 2630:68 Constant: 2640:68 0 (const int) 2650:68 direct index ( temp float) 2660:68 unpackHalf2x16 ( temp 2-component vector of float) 2670:68 direct index ( temp uint) 2680:68 Convert float to uint ( temp 3-component vector of uint) 2690:68 'inF0' ( in 3-component vector of float) 2700:68 Constant: 2710:68 2 (const int) 2720:68 Constant: 2730:68 0 (const int) 2740:69 findMSB ( temp 3-component vector of uint) 2750:69 Convert float to uint ( temp 3-component vector of uint) 2760:69 'inF0' ( in 3-component vector of float) 2770:70 findLSB ( temp 3-component vector of uint) 2780:70 Convert float to uint ( temp 3-component vector of uint) 2790:70 'inF0' ( in 3-component vector of float) 2800:72 bitFieldReverse ( temp 3-component vector of uint) 2810:72 Convert float to uint ( temp 3-component vector of uint) 2820:72 'inF0' ( in 3-component vector of float) 2830:73 Constant: 2840:73 0.000000 2850:76 Branch: Return with expression 2860:? Constant: 2870:? 1.000000 2880:? 2.000000 2890:? 3.000000 2900:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 2910:80 Function Parameters: 2920:80 'inF0' ( in 4-component vector of float) 2930:80 'inF1' ( in 4-component vector of float) 2940:80 'inF2' ( in 4-component vector of float) 2950:80 'inI0' ( in 4-component vector of int) 2960:? Sequence 2970:81 Constant: 2980:81 0.000000 2990:82 bitCount ( temp 4-component vector of uint) 3000:82 Convert float to uint ( temp 4-component vector of uint) 3010:82 'inF0' ( in 4-component vector of float) 3020:83 cross-product ( temp 3-component vector of float) 3030:83 Construct vec3 ( in 3-component vector of float) 3040:83 'inF0' ( in 4-component vector of float) 3050:83 Construct vec3 ( in 3-component vector of float) 3060:83 'inF1' ( in 4-component vector of float) 3070:84 Constant: 3080:84 0.000000 3090:85 Construct vec4 ( temp 4-component vector of float) 3100:85 direct index ( temp float) 3110:85 unpackHalf2x16 ( temp 2-component vector of float) 3120:85 direct index ( temp uint) 3130:85 Convert float to uint ( temp 4-component vector of uint) 3140:85 'inF0' ( in 4-component vector of float) 3150:85 Constant: 3160:85 0 (const int) 3170:85 Constant: 3180:85 0 (const int) 3190:85 direct index ( temp float) 3200:85 unpackHalf2x16 ( temp 2-component vector of float) 3210:85 direct index ( temp uint) 3220:85 Convert float to uint ( temp 4-component vector of uint) 3230:85 'inF0' ( in 4-component vector of float) 3240:85 Constant: 3250:85 1 (const int) 3260:85 Constant: 3270:85 0 (const int) 3280:85 direct index ( temp float) 3290:85 unpackHalf2x16 ( temp 2-component vector of float) 3300:85 direct index ( temp uint) 3310:85 Convert float to uint ( temp 4-component vector of uint) 3320:85 'inF0' ( in 4-component vector of float) 3330:85 Constant: 3340:85 2 (const int) 3350:85 Constant: 3360:85 0 (const int) 3370:85 direct index ( temp float) 3380:85 unpackHalf2x16 ( temp 2-component vector of float) 3390:85 direct index ( temp uint) 3400:85 Convert float to uint ( temp 4-component vector of uint) 3410:85 'inF0' ( in 4-component vector of float) 3420:85 Constant: 3430:85 3 (const int) 3440:85 Constant: 3450:85 0 (const int) 3460:86 findMSB ( temp 4-component vector of uint) 3470:86 Convert float to uint ( temp 4-component vector of uint) 3480:86 'inF0' ( in 4-component vector of float) 3490:87 findLSB ( temp 4-component vector of uint) 3500:87 Convert float to uint ( temp 4-component vector of uint) 3510:87 'inF0' ( in 4-component vector of float) 3520:89 bitFieldReverse ( temp 4-component vector of uint) 3530:89 Convert float to uint ( temp 4-component vector of uint) 3540:89 'inF0' ( in 4-component vector of float) 3550:90 Constant: 3560:90 0.000000 3570:92 Branch: Return with expression 3580:? Constant: 3590:? 1.000000 3600:? 2.000000 3610:? 3.000000 3620:? 4.000000 3630:80 Function Definition: PixelShaderFunction( ( temp void) 3640:80 Function Parameters: 3650:? Sequence 3660:80 move second child to first child ( temp 4-component vector of float) 3670:? 'inF0' ( temp 4-component vector of float) 3680:? 'inF0' (layout( location=0) in 4-component vector of float) 3690:80 move second child to first child ( temp 4-component vector of float) 3700:? 'inF1' ( temp 4-component vector of float) 3710:? 'inF1' (layout( location=1) in 4-component vector of float) 3720:80 move second child to first child ( temp 4-component vector of float) 3730:? 'inF2' ( temp 4-component vector of float) 3740:? 'inF2' (layout( location=2) in 4-component vector of float) 3750:80 move second child to first child ( temp 4-component vector of int) 3760:? 'inI0' ( temp 4-component vector of int) 3770:? 'inI0' (layout( location=3) flat in 4-component vector of int) 3780:80 move second child to first child ( temp 4-component vector of float) 3790:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 3800:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 3810:? 'inF0' ( temp 4-component vector of float) 3820:? 'inF1' ( temp 4-component vector of float) 3830:? 'inF2' ( temp 4-component vector of float) 3840:? 'inI0' ( temp 4-component vector of int) 3850:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 3860:115 Function Parameters: 3870:115 'inF0' ( in 2X2 matrix of float) 3880:115 'inF1' ( in 2X2 matrix of float) 3890:115 'inF2' ( in 2X2 matrix of float) 3900:? Sequence 3910:117 Constant: 3920:117 0.000000 3930:117 Constant: 3940:117 0.000000 3950:117 Constant: 3960:117 0.000000 3970:117 Constant: 3980:117 0.000000 3990:117 Constant: 4000:117 0.000000 4010:117 Constant: 4020:117 0.000000 4030:117 Constant: 4040:117 0.000000 4050:117 Constant: 4060:117 0.000000 4070:117 Constant: 4080:117 0.000000 4090:117 Constant: 4100:117 0.000000 4110:117 Constant: 4120:117 0.000000 4130:117 Constant: 4140:117 0.000000 4150:117 Constant: 4160:117 0.000000 4170:119 Branch: Return with expression 4180:? Constant: 4190:? 2.000000 4200:? 2.000000 4210:? 2.000000 4220:? 2.000000 4230:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 4240:123 Function Parameters: 4250:123 'inF0' ( in 3X3 matrix of float) 4260:123 'inF1' ( in 3X3 matrix of float) 4270:123 'inF2' ( in 3X3 matrix of float) 4280:? Sequence 4290:125 Constant: 4300:125 0.000000 4310:125 Constant: 4320:125 0.000000 4330:125 Constant: 4340:125 0.000000 4350:125 Constant: 4360:125 0.000000 4370:125 Constant: 4380:125 0.000000 4390:125 Constant: 4400:125 0.000000 4410:125 Constant: 4420:125 0.000000 4430:125 Constant: 4440:125 0.000000 4450:125 Constant: 4460:125 0.000000 4470:125 Constant: 4480:125 0.000000 4490:125 Constant: 4500:125 0.000000 4510:125 Constant: 4520:125 0.000000 4530:125 Constant: 4540:125 0.000000 4550:127 Branch: Return with expression 4560:? Constant: 4570:? 3.000000 4580:? 3.000000 4590:? 3.000000 4600:? 3.000000 4610:? 3.000000 4620:? 3.000000 4630:? 3.000000 4640:? 3.000000 4650:? 3.000000 4660:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 4670:131 Function Parameters: 4680:131 'inF0' ( in 4X4 matrix of float) 4690:131 'inF1' ( in 4X4 matrix of float) 4700:131 'inF2' ( in 4X4 matrix of float) 4710:? Sequence 4720:133 Constant: 4730:133 0.000000 4740:133 Constant: 4750:133 0.000000 4760:133 Constant: 4770:133 0.000000 4780:133 Constant: 4790:133 0.000000 4800:133 Constant: 4810:133 0.000000 4820:133 Constant: 4830:133 0.000000 4840:133 Constant: 4850:133 0.000000 4860:133 Constant: 4870:133 0.000000 4880:133 Constant: 4890:133 0.000000 4900:133 Constant: 4910:133 0.000000 4920:133 Constant: 4930:133 0.000000 4940:133 Constant: 4950:133 0.000000 4960:133 Constant: 4970:133 0.000000 4980:135 Branch: Return with expression 4990:? Constant: 5000:? 4.000000 5010:? 4.000000 5020:? 4.000000 5030:? 4.000000 5040:? 4.000000 5050:? 4.000000 5060:? 4.000000 5070:? 4.000000 5080:? 4.000000 5090:? 4.000000 5100:? 4.000000 5110:? 4.000000 5120:? 4.000000 5130:? 4.000000 5140:? 4.000000 5150:? 4.000000 5160:? Linker Objects 5170:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 5180:? 'inF0' (layout( location=0) in 4-component vector of float) 5190:? 'inF1' (layout( location=1) in 4-component vector of float) 5200:? 'inF2' (layout( location=2) in 4-component vector of float) 5210:? 'inI0' (layout( location=3) flat in 4-component vector of int) 522 523 524Linked fragment stage: 525 526 527Shader version: 500 528gl_FragCoord origin is upper left 529ERROR: node is still EOpNull! 5300:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; ( temp float) 5310:2 Function Parameters: 5320:2 'inF0' ( in float) 5330:2 'inF1' ( in float) 5340:2 'inF2' ( in float) 5350:2 'inI0' ( in int) 5360:? Sequence 5370:5 uint64BitsToDouble ( temp double) 5380:5 Construct uvec2 ( temp 2-component vector of uint) 5390:5 Convert float to uint ( temp uint) 5400:5 'inF0' ( in float) 5410:5 Convert float to uint ( temp uint) 5420:5 'inF1' ( in float) 5430:6 Function Call: CheckAccessFullyMapped(u1; ( temp bool) 5440:6 Constant: 5450:6 3 (const uint) 5460:7 bitCount ( temp uint) 5470:7 Convert float to uint ( temp uint) 5480:7 'inF0' ( in float) 5490:8 cross-product ( temp 3-component vector of float) 5500:8 Construct vec3 ( in 3-component vector of float) 5510:8 'inF0' ( in float) 5520:8 Construct vec3 ( in 3-component vector of float) 5530:8 'inF1' ( in float) 5540:9 Convert float to int ( temp 4-component vector of int) 5550:9 vector-scale ( temp 4-component vector of float) 5560:9 Constant: 5570:9 255.001953 5580:9 vector swizzle ( temp 4-component vector of float) 5590:9 Construct vec4 ( in 4-component vector of float) 5600:9 'inF0' ( in float) 5610:9 Sequence 5620:9 Constant: 5630:9 2 (const int) 5640:9 Constant: 5650:9 1 (const int) 5660:9 Constant: 5670:9 0 (const int) 5680:9 Constant: 5690:9 3 (const int) 5700:10 determinant ( temp float) 571ERROR: node is still EOpNull! 5720:10 'inF0' ( in float) 5730:12 direct index ( temp float) 5740:12 unpackHalf2x16 ( temp 2-component vector of float) 5750:12 Convert float to uint ( temp uint) 5760:12 'inF0' ( in float) 5770:12 Constant: 5780:12 0 (const int) 5790:13 findMSB ( temp uint) 5800:13 Convert float to uint ( temp uint) 5810:13 'inF0' ( in float) 5820:14 findLSB ( temp uint) 5830:14 Convert float to uint ( temp uint) 5840:14 'inF0' ( in float) 5850:23 length ( temp float) 5860:23 'inF0' ( in float) 5870:24 Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint) 5880:24 Convert float to uint ( temp uint) 5890:24 'inF0' ( in float) 5900:24 Constant: 5910:24 0 (const uint) 5920:24 0 (const uint) 5930:24 Constant: 5940:24 0 (const uint) 5950:24 0 (const uint) 5960:24 0 (const uint) 5970:24 0 (const uint) 5980:25 normalize ( temp 2-component vector of float) 5990:25 Construct vec2 ( in 2-component vector of float) 6000:25 'inF0' ( in float) 6010:26 reflect ( temp 2-component vector of float) 6020:26 Construct vec2 ( in 2-component vector of float) 6030:26 'inF0' ( in float) 6040:26 Construct vec2 ( in 2-component vector of float) 6050:26 'inF1' ( in float) 6060:27 refract ( temp 2-component vector of float) 6070:27 Construct vec2 ( in 2-component vector of float) 6080:27 'inF0' ( in float) 6090:27 Construct vec2 ( in 2-component vector of float) 6100:27 'inF1' ( in float) 6110:27 'inF2' ( in float) 6120:28 Constant: 6130:28 0.000000 6140:29 bitFieldReverse ( temp uint) 6150:29 Convert float to uint ( temp uint) 6160:29 'inF0' ( in float) 6170:30 transpose ( temp 1X1 matrix of float) 618ERROR: node is still EOpNull! 6190:30 'inF0' ( in float) 6200:32 Branch: Return with expression 6210:32 Constant: 6220:32 0.000000 6230:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float) 6240:36 Function Parameters: 6250:36 'inF0' ( in 1-component vector of float) 6260:36 'inF1' ( in 1-component vector of float) 6270:36 'inF2' ( in 1-component vector of float) 6280:36 'inI0' ( in 1-component vector of int) 6290:? Sequence 6300:39 Constant: 6310:39 0.000000 6320:41 Branch: Return with expression 6330:41 Constant: 6340:41 0.000000 6350:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float) 6360:45 Function Parameters: 6370:45 'inF0' ( in 2-component vector of float) 6380:45 'inF1' ( in 2-component vector of float) 6390:45 'inF2' ( in 2-component vector of float) 6400:45 'inI0' ( in 2-component vector of int) 6410:? Sequence 6420:46 ERROR: Bad aggregation op 643 ( temp 2-component vector of double) 6440:46 Convert float to uint ( temp 2-component vector of uint) 6450:46 'inF0' ( in 2-component vector of float) 6460:46 Convert float to uint ( temp 2-component vector of uint) 6470:46 'inF1' ( in 2-component vector of float) 6480:47 Constant: 6490:47 0.000000 6500:48 bitCount ( temp 2-component vector of uint) 6510:48 Convert float to uint ( temp 2-component vector of uint) 6520:48 'inF0' ( in 2-component vector of float) 6530:49 Constant: 6540:49 0.000000 6550:50 Constant: 6560:50 0.000000 6570:51 Constant: 6580:51 0.000000 6590:52 Construct vec2 ( temp 2-component vector of float) 6600:52 direct index ( temp float) 6610:52 unpackHalf2x16 ( temp 2-component vector of float) 6620:52 direct index ( temp uint) 6630:52 Convert float to uint ( temp 2-component vector of uint) 6640:52 'inF0' ( in 2-component vector of float) 6650:52 Constant: 6660:52 0 (const int) 6670:52 Constant: 6680:52 0 (const int) 6690:52 direct index ( temp float) 6700:52 unpackHalf2x16 ( temp 2-component vector of float) 6710:52 direct index ( temp uint) 6720:52 Convert float to uint ( temp 2-component vector of uint) 6730:52 'inF0' ( in 2-component vector of float) 6740:52 Constant: 6750:52 1 (const int) 6760:52 Constant: 6770:52 0 (const int) 6780:53 findMSB ( temp 2-component vector of uint) 6790:53 Convert float to uint ( temp 2-component vector of uint) 6800:53 'inF0' ( in 2-component vector of float) 6810:54 findLSB ( temp 2-component vector of uint) 6820:54 Convert float to uint ( temp 2-component vector of uint) 6830:54 'inF0' ( in 2-component vector of float) 6840:56 bitFieldReverse ( temp 2-component vector of uint) 6850:56 Convert float to uint ( temp 2-component vector of uint) 6860:56 'inF0' ( in 2-component vector of float) 6870:57 Constant: 6880:57 0.000000 6890:59 Branch: Return with expression 6900:? Constant: 6910:? 1.000000 6920:? 2.000000 6930:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float) 6940:63 Function Parameters: 6950:63 'inF0' ( in 3-component vector of float) 6960:63 'inF1' ( in 3-component vector of float) 6970:63 'inF2' ( in 3-component vector of float) 6980:63 'inI0' ( in 3-component vector of int) 6990:? Sequence 7000:64 Constant: 7010:64 0.000000 7020:65 bitCount ( temp 3-component vector of uint) 7030:65 Convert float to uint ( temp 3-component vector of uint) 7040:65 'inF0' ( in 3-component vector of float) 7050:66 Constant: 7060:66 0.000000 7070:67 Constant: 7080:67 0.000000 7090:68 Construct vec3 ( temp 3-component vector of float) 7100:68 direct index ( temp float) 7110:68 unpackHalf2x16 ( temp 2-component vector of float) 7120:68 direct index ( temp uint) 7130:68 Convert float to uint ( temp 3-component vector of uint) 7140:68 'inF0' ( in 3-component vector of float) 7150:68 Constant: 7160:68 0 (const int) 7170:68 Constant: 7180:68 0 (const int) 7190:68 direct index ( temp float) 7200:68 unpackHalf2x16 ( temp 2-component vector of float) 7210:68 direct index ( temp uint) 7220:68 Convert float to uint ( temp 3-component vector of uint) 7230:68 'inF0' ( in 3-component vector of float) 7240:68 Constant: 7250:68 1 (const int) 7260:68 Constant: 7270:68 0 (const int) 7280:68 direct index ( temp float) 7290:68 unpackHalf2x16 ( temp 2-component vector of float) 7300:68 direct index ( temp uint) 7310:68 Convert float to uint ( temp 3-component vector of uint) 7320:68 'inF0' ( in 3-component vector of float) 7330:68 Constant: 7340:68 2 (const int) 7350:68 Constant: 7360:68 0 (const int) 7370:69 findMSB ( temp 3-component vector of uint) 7380:69 Convert float to uint ( temp 3-component vector of uint) 7390:69 'inF0' ( in 3-component vector of float) 7400:70 findLSB ( temp 3-component vector of uint) 7410:70 Convert float to uint ( temp 3-component vector of uint) 7420:70 'inF0' ( in 3-component vector of float) 7430:72 bitFieldReverse ( temp 3-component vector of uint) 7440:72 Convert float to uint ( temp 3-component vector of uint) 7450:72 'inF0' ( in 3-component vector of float) 7460:73 Constant: 7470:73 0.000000 7480:76 Branch: Return with expression 7490:? Constant: 7500:? 1.000000 7510:? 2.000000 7520:? 3.000000 7530:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 7540:80 Function Parameters: 7550:80 'inF0' ( in 4-component vector of float) 7560:80 'inF1' ( in 4-component vector of float) 7570:80 'inF2' ( in 4-component vector of float) 7580:80 'inI0' ( in 4-component vector of int) 7590:? Sequence 7600:81 Constant: 7610:81 0.000000 7620:82 bitCount ( temp 4-component vector of uint) 7630:82 Convert float to uint ( temp 4-component vector of uint) 7640:82 'inF0' ( in 4-component vector of float) 7650:83 cross-product ( temp 3-component vector of float) 7660:83 Construct vec3 ( in 3-component vector of float) 7670:83 'inF0' ( in 4-component vector of float) 7680:83 Construct vec3 ( in 3-component vector of float) 7690:83 'inF1' ( in 4-component vector of float) 7700:84 Constant: 7710:84 0.000000 7720:85 Construct vec4 ( temp 4-component vector of float) 7730:85 direct index ( temp float) 7740:85 unpackHalf2x16 ( temp 2-component vector of float) 7750:85 direct index ( temp uint) 7760:85 Convert float to uint ( temp 4-component vector of uint) 7770:85 'inF0' ( in 4-component vector of float) 7780:85 Constant: 7790:85 0 (const int) 7800:85 Constant: 7810:85 0 (const int) 7820:85 direct index ( temp float) 7830:85 unpackHalf2x16 ( temp 2-component vector of float) 7840:85 direct index ( temp uint) 7850:85 Convert float to uint ( temp 4-component vector of uint) 7860:85 'inF0' ( in 4-component vector of float) 7870:85 Constant: 7880:85 1 (const int) 7890:85 Constant: 7900:85 0 (const int) 7910:85 direct index ( temp float) 7920:85 unpackHalf2x16 ( temp 2-component vector of float) 7930:85 direct index ( temp uint) 7940:85 Convert float to uint ( temp 4-component vector of uint) 7950:85 'inF0' ( in 4-component vector of float) 7960:85 Constant: 7970:85 2 (const int) 7980:85 Constant: 7990:85 0 (const int) 8000:85 direct index ( temp float) 8010:85 unpackHalf2x16 ( temp 2-component vector of float) 8020:85 direct index ( temp uint) 8030:85 Convert float to uint ( temp 4-component vector of uint) 8040:85 'inF0' ( in 4-component vector of float) 8050:85 Constant: 8060:85 3 (const int) 8070:85 Constant: 8080:85 0 (const int) 8090:86 findMSB ( temp 4-component vector of uint) 8100:86 Convert float to uint ( temp 4-component vector of uint) 8110:86 'inF0' ( in 4-component vector of float) 8120:87 findLSB ( temp 4-component vector of uint) 8130:87 Convert float to uint ( temp 4-component vector of uint) 8140:87 'inF0' ( in 4-component vector of float) 8150:89 bitFieldReverse ( temp 4-component vector of uint) 8160:89 Convert float to uint ( temp 4-component vector of uint) 8170:89 'inF0' ( in 4-component vector of float) 8180:90 Constant: 8190:90 0.000000 8200:92 Branch: Return with expression 8210:? Constant: 8220:? 1.000000 8230:? 2.000000 8240:? 3.000000 8250:? 4.000000 8260:80 Function Definition: PixelShaderFunction( ( temp void) 8270:80 Function Parameters: 8280:? Sequence 8290:80 move second child to first child ( temp 4-component vector of float) 8300:? 'inF0' ( temp 4-component vector of float) 8310:? 'inF0' (layout( location=0) in 4-component vector of float) 8320:80 move second child to first child ( temp 4-component vector of float) 8330:? 'inF1' ( temp 4-component vector of float) 8340:? 'inF1' (layout( location=1) in 4-component vector of float) 8350:80 move second child to first child ( temp 4-component vector of float) 8360:? 'inF2' ( temp 4-component vector of float) 8370:? 'inF2' (layout( location=2) in 4-component vector of float) 8380:80 move second child to first child ( temp 4-component vector of int) 8390:? 'inI0' ( temp 4-component vector of int) 8400:? 'inI0' (layout( location=3) flat in 4-component vector of int) 8410:80 move second child to first child ( temp 4-component vector of float) 8420:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 8430:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float) 8440:? 'inF0' ( temp 4-component vector of float) 8450:? 'inF1' ( temp 4-component vector of float) 8460:? 'inF2' ( temp 4-component vector of float) 8470:? 'inI0' ( temp 4-component vector of int) 8480:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float) 8490:115 Function Parameters: 8500:115 'inF0' ( in 2X2 matrix of float) 8510:115 'inF1' ( in 2X2 matrix of float) 8520:115 'inF2' ( in 2X2 matrix of float) 8530:? Sequence 8540:117 Constant: 8550:117 0.000000 8560:117 Constant: 8570:117 0.000000 8580:117 Constant: 8590:117 0.000000 8600:117 Constant: 8610:117 0.000000 8620:117 Constant: 8630:117 0.000000 8640:117 Constant: 8650:117 0.000000 8660:117 Constant: 8670:117 0.000000 8680:117 Constant: 8690:117 0.000000 8700:117 Constant: 8710:117 0.000000 8720:117 Constant: 8730:117 0.000000 8740:117 Constant: 8750:117 0.000000 8760:117 Constant: 8770:117 0.000000 8780:117 Constant: 8790:117 0.000000 8800:119 Branch: Return with expression 8810:? Constant: 8820:? 2.000000 8830:? 2.000000 8840:? 2.000000 8850:? 2.000000 8860:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float) 8870:123 Function Parameters: 8880:123 'inF0' ( in 3X3 matrix of float) 8890:123 'inF1' ( in 3X3 matrix of float) 8900:123 'inF2' ( in 3X3 matrix of float) 8910:? Sequence 8920:125 Constant: 8930:125 0.000000 8940:125 Constant: 8950:125 0.000000 8960:125 Constant: 8970:125 0.000000 8980:125 Constant: 8990:125 0.000000 9000:125 Constant: 9010:125 0.000000 9020:125 Constant: 9030:125 0.000000 9040:125 Constant: 9050:125 0.000000 9060:125 Constant: 9070:125 0.000000 9080:125 Constant: 9090:125 0.000000 9100:125 Constant: 9110:125 0.000000 9120:125 Constant: 9130:125 0.000000 9140:125 Constant: 9150:125 0.000000 9160:125 Constant: 9170:125 0.000000 9180:127 Branch: Return with expression 9190:? Constant: 9200:? 3.000000 9210:? 3.000000 9220:? 3.000000 9230:? 3.000000 9240:? 3.000000 9250:? 3.000000 9260:? 3.000000 9270:? 3.000000 9280:? 3.000000 9290:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float) 9300:131 Function Parameters: 9310:131 'inF0' ( in 4X4 matrix of float) 9320:131 'inF1' ( in 4X4 matrix of float) 9330:131 'inF2' ( in 4X4 matrix of float) 9340:? Sequence 9350:133 Constant: 9360:133 0.000000 9370:133 Constant: 9380:133 0.000000 9390:133 Constant: 9400:133 0.000000 9410:133 Constant: 9420:133 0.000000 9430:133 Constant: 9440:133 0.000000 9450:133 Constant: 9460:133 0.000000 9470:133 Constant: 9480:133 0.000000 9490:133 Constant: 9500:133 0.000000 9510:133 Constant: 9520:133 0.000000 9530:133 Constant: 9540:133 0.000000 9550:133 Constant: 9560:133 0.000000 9570:133 Constant: 9580:133 0.000000 9590:133 Constant: 9600:133 0.000000 9610:135 Branch: Return with expression 9620:? Constant: 9630:? 4.000000 9640:? 4.000000 9650:? 4.000000 9660:? 4.000000 9670:? 4.000000 9680:? 4.000000 9690:? 4.000000 9700:? 4.000000 9710:? 4.000000 9720:? 4.000000 9730:? 4.000000 9740:? 4.000000 9750:? 4.000000 9760:? 4.000000 9770:? 4.000000 9780:? 4.000000 9790:? Linker Objects 9800:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 9810:? 'inF0' (layout( location=0) in 4-component vector of float) 9820:? 'inF1' (layout( location=1) in 4-component vector of float) 9830:? 'inF2' (layout( location=2) in 4-component vector of float) 9840:? 'inI0' (layout( location=3) flat in 4-component vector of int) 985 986SPIR-V is not generated for failed compile or link 987