130.vert ERROR: 0:59: 'gl_InstanceID' : undeclared identifier ERROR: 0:59: '=' : cannot convert from ' temp float' to ' temp int' ERROR: 0:61: 'texelFetch' : no matching overloaded function found ERROR: 0:61: 'assign' : cannot convert from ' const float' to ' temp int' ERROR: 4 compilation errors. No code generated. Shader version: 130 ERROR: node is still EOpNull! 0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence 0:17 move second child to first child ( temp float) 0:17 'f' ( temp float) 0:17 Constant: 0:17 3.000000 0:18 switch 0:18 condition 0:18 'c' ( uniform int) 0:18 body 0:18 Sequence 0:19 case: with expression 0:19 Constant: 0:19 1 (const int) 0:? Sequence 0:20 move second child to first child ( temp float) 0:20 'f' ( temp float) 0:20 sine ( global float) 0:20 'f' ( temp float) 0:21 Branch: Break 0:22 case: with expression 0:22 Constant: 0:22 2 (const int) 0:? Sequence 0:23 move second child to first child ( temp float) 0:23 'f' ( temp float) 0:23 component-wise multiply ( temp float) 0:23 'f' ( temp float) 0:23 'f' ( temp float) 0:24 default: 0:? Sequence 0:25 move second child to first child ( temp float) 0:25 'f' ( temp float) 0:25 Constant: 0:25 3.000000 0:29 move second child to first child ( temp uint) 0:29 'i' ( temp uint) 0:29 direct index ( temp uint) 0:29 texture ( global 4-component vector of uint) 0:29 'us2D' ( uniform usampler2D) 0:29 Convert int to float ( temp 2-component vector of float) 0:29 'x' ( in 2-component vector of int) 0:29 Constant: 0:29 3 (const int) 0:30 inclusive-or ( temp uint) 0:30 left-shift ( temp uint) 0:30 'i' ( temp uint) 0:30 Constant: 0:30 3 (const uint) 0:30 Constant: 0:30 69 (const uint) 0:33 Sequence 0:33 move second child to first child ( temp 3-component vector of float) 0:33 'v11' ( temp 3-component vector of float) 0:33 modf ( global 3-component vector of float) 0:33 'modfIn' ( temp 3-component vector of float) 0:33 'modfOut' ( temp 3-component vector of float) 0:34 Sequence 0:34 move second child to first child ( temp float) 0:34 't' ( temp float) 0:34 trunc ( global float) 0:34 'f' ( temp float) 0:35 Sequence 0:35 move second child to first child ( temp 2-component vector of float) 0:35 'v12' ( temp 2-component vector of float) 0:35 round ( global 2-component vector of float) 0:35 'v2a' ( in 2-component vector of float) 0:36 Sequence 0:36 move second child to first child ( temp 2-component vector of float) 0:36 'v13' ( temp 2-component vector of float) 0:36 roundEven ( global 2-component vector of float) 0:36 'v2a' ( in 2-component vector of float) 0:37 Sequence 0:37 move second child to first child ( temp 2-component vector of bool) 0:37 'b10' ( temp 2-component vector of bool) 0:37 isnan ( global 2-component vector of bool) 0:37 'v2a' ( in 2-component vector of float) 0:38 Sequence 0:38 move second child to first child ( temp 4-component vector of bool) 0:38 'b11' ( temp 4-component vector of bool) 0:38 isinf ( global 4-component vector of bool) 0:38 'v4' ( uniform 4-component vector of float) 0:40 add ( temp 2-component vector of float) 0:40 hyp. sine ( global float) 0:40 'c1D' ( in float) 0:41 vector-scale ( temp 2-component vector of float) 0:41 hyp. cosine ( global float) 0:41 'c1D' ( in float) 0:41 hyp. tangent ( global 2-component vector of float) 0:41 'c2D' ( in 2-component vector of float) 0:42 add ( temp 4-component vector of float) 0:42 arc hyp. sine ( global 4-component vector of float) 0:42 'c4D' ( smooth temp 4-component vector of float) 0:42 arc hyp. cosine ( global 4-component vector of float) 0:42 'c4D' ( smooth temp 4-component vector of float) 0:43 arc hyp. tangent ( global 3-component vector of float) 0:43 'c3D' ( in 3-component vector of float) 0:45 Sequence 0:45 move second child to first child ( temp int) 0:45 'id' ( temp int) 0:45 'gl_VertexID' ( gl_VertexId int VertexId) 0:46 move second child to first child ( temp float) 0:46 direct index ( smooth temp float ClipDistance) 0:46 'gl_ClipDistance' ( smooth out unsized 2-element array of float ClipDistance) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 0.300000 0:57 Function Definition: foo88( ( global void) 0:57 Function Parameters: 0:? Sequence 0:61 'id' ( temp int) 0:63 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex) 0:64 'gl_Color' ( in 4-component vector of float Color) 0:65 direct index ( temp structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) 0:65 'gl_LightSource' ( uniform 32-element array of structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation}) 0:65 Constant: 0:65 0 (const int) 0:66 far: direct index for structure ( global float) 0:66 'gl_DepthRange' ( uniform structure{ global float near, global float far, global float diff}) 0:66 Constant: 0:66 1 (const int) 0:67 'gl_TexCoord' ( smooth out unsized 1-element array of 4-component vector of float TexCoord) 0:68 'gl_FogFragCoord' ( smooth out float FogFragCoord) 0:69 'gl_FrontColor' ( smooth out 4-component vector of float FrontColor) 0:? Linker Objects 0:? 'c' ( uniform int) 0:? 'us2D' ( uniform usampler2D) 0:? 'x' ( in 2-component vector of int) 0:? 'v2a' ( in 2-component vector of float) 0:? 'c1D' ( in float) 0:? 'c2D' ( in 2-component vector of float) 0:? 'c3D' ( in 3-component vector of float) 0:? 'c4D' ( smooth temp 4-component vector of float) 0:? 'v4' ( uniform 4-component vector of float) 0:? 'gl_ClipDistance' ( smooth out unsized 2-element array of float ClipDistance) 0:? 'gl_TexCoord' ( smooth out unsized 1-element array of 4-component vector of float TexCoord) 0:? 'abcdef' ( global int) 0:? 'qrstuv' ( global int) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) Linked vertex stage: ERROR: Linking vertex stage: Can only use one of gl_ClipDistance or gl_ClipVertex (gl_ClipDistance is preferred) Shader version: 130 ERROR: node is still EOpNull! 0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence 0:17 move second child to first child ( temp float) 0:17 'f' ( temp float) 0:17 Constant: 0:17 3.000000 0:18 switch 0:18 condition 0:18 'c' ( uniform int) 0:18 body 0:18 Sequence 0:19 case: with expression 0:19 Constant: 0:19 1 (const int) 0:? Sequence 0:20 move second child to first child ( temp float) 0:20 'f' ( temp float) 0:20 sine ( global float) 0:20 'f' ( temp float) 0:21 Branch: Break 0:22 case: with expression 0:22 Constant: 0:22 2 (const int) 0:? Sequence 0:23 move second child to first child ( temp float) 0:23 'f' ( temp float) 0:23 component-wise multiply ( temp float) 0:23 'f' ( temp float) 0:23 'f' ( temp float) 0:24 default: 0:? Sequence 0:25 move second child to first child ( temp float) 0:25 'f' ( temp float) 0:25 Constant: 0:25 3.000000 0:29 move second child to first child ( temp uint) 0:29 'i' ( temp uint) 0:29 direct index ( temp uint) 0:29 texture ( global 4-component vector of uint) 0:29 'us2D' ( uniform usampler2D) 0:29 Convert int to float ( temp 2-component vector of float) 0:29 'x' ( in 2-component vector of int) 0:29 Constant: 0:29 3 (const int) 0:30 inclusive-or ( temp uint) 0:30 left-shift ( temp uint) 0:30 'i' ( temp uint) 0:30 Constant: 0:30 3 (const uint) 0:30 Constant: 0:30 69 (const uint) 0:33 Sequence 0:33 move second child to first child ( temp 3-component vector of float) 0:33 'v11' ( temp 3-component vector of float) 0:33 modf ( global 3-component vector of float) 0:33 'modfIn' ( temp 3-component vector of float) 0:33 'modfOut' ( temp 3-component vector of float) 0:34 Sequence 0:34 move second child to first child ( temp float) 0:34 't' ( temp float) 0:34 trunc ( global float) 0:34 'f' ( temp float) 0:35 Sequence 0:35 move second child to first child ( temp 2-component vector of float) 0:35 'v12' ( temp 2-component vector of float) 0:35 round ( global 2-component vector of float) 0:35 'v2a' ( in 2-component vector of float) 0:36 Sequence 0:36 move second child to first child ( temp 2-component vector of float) 0:36 'v13' ( temp 2-component vector of float) 0:36 roundEven ( global 2-component vector of float) 0:36 'v2a' ( in 2-component vector of float) 0:37 Sequence 0:37 move second child to first child ( temp 2-component vector of bool) 0:37 'b10' ( temp 2-component vector of bool) 0:37 isnan ( global 2-component vector of bool) 0:37 'v2a' ( in 2-component vector of float) 0:38 Sequence 0:38 move second child to first child ( temp 4-component vector of bool) 0:38 'b11' ( temp 4-component vector of bool) 0:38 isinf ( global 4-component vector of bool) 0:38 'v4' ( uniform 4-component vector of float) 0:40 add ( temp 2-component vector of float) 0:40 hyp. sine ( global float) 0:40 'c1D' ( in float) 0:41 vector-scale ( temp 2-component vector of float) 0:41 hyp. cosine ( global float) 0:41 'c1D' ( in float) 0:41 hyp. tangent ( global 2-component vector of float) 0:41 'c2D' ( in 2-component vector of float) 0:42 add ( temp 4-component vector of float) 0:42 arc hyp. sine ( global 4-component vector of float) 0:42 'c4D' ( smooth temp 4-component vector of float) 0:42 arc hyp. cosine ( global 4-component vector of float) 0:42 'c4D' ( smooth temp 4-component vector of float) 0:43 arc hyp. tangent ( global 3-component vector of float) 0:43 'c3D' ( in 3-component vector of float) 0:45 Sequence 0:45 move second child to first child ( temp int) 0:45 'id' ( temp int) 0:45 'gl_VertexID' ( gl_VertexId int VertexId) 0:46 move second child to first child ( temp float) 0:46 direct index ( smooth temp float ClipDistance) 0:46 'gl_ClipDistance' ( smooth out 2-element array of float ClipDistance) 0:46 Constant: 0:46 1 (const int) 0:46 Constant: 0:46 0.300000 0:? Linker Objects 0:? 'c' ( uniform int) 0:? 'us2D' ( uniform usampler2D) 0:? 'x' ( in 2-component vector of int) 0:? 'v2a' ( in 2-component vector of float) 0:? 'c1D' ( in float) 0:? 'c2D' ( in 2-component vector of float) 0:? 'c3D' ( in 3-component vector of float) 0:? 'c4D' ( smooth temp 4-component vector of float) 0:? 'v4' ( uniform 4-component vector of float) 0:? 'gl_ClipDistance' ( smooth out 2-element array of float ClipDistance) 0:? 'gl_TexCoord' ( smooth out 1-element array of 4-component vector of float TexCoord) 0:? 'abcdef' ( global int) 0:? 'qrstuv' ( global int) 0:? 'gl_VertexID' ( gl_VertexId int VertexId)