420.vert ERROR: 0:2: '#version' : must occur first in shader WARNING: 0:3: varying deprecated in version 130; may be removed in future release ERROR: 0:3: 'varying' : no longer supported in core profile; removed in version 420 ERROR: 0:7: '' : vertex input cannot be further qualified ERROR: 0:11: '' : can only have one interpolation qualifier (flat, smooth, noperspective, __explicitInterpAMD) ERROR: 0:12: '' : can only have one auxiliary qualifier (centroid, patch, and sample) ERROR: 0:13: 'uniform' : too many storage qualifiers ERROR: 0:18: '=' : global const initializers must be constant ' const int' ERROR: 0:20: 'const' : no qualifiers allowed for function return ERROR: 0:27: '' : array size must be a constant integer expression ERROR: 0:38: 'j' : undeclared identifier ERROR: 0:38: '=' : cannot convert from ' temp float' to ' temp int' ERROR: 0:39: 'k' : undeclared identifier ERROR: 0:39: '=' : cannot convert from ' temp float' to ' temp int' ERROR: 0:40: 'j' : undeclared identifier ERROR: 0:40: '=' : cannot convert from ' temp float' to ' temp int' ERROR: 0:44: 'jj' : undeclared identifier ERROR: 0:44: '=' : cannot convert from ' temp float' to ' temp int' ERROR: 0:54: 'y' : vector swizzle selection out of range ERROR: 0:62: 'xxxxx' : vector swizzle too long ERROR: 0:63: 'xxy' : vector swizzle selection out of range ERROR: 0:66: 'binding' : cannot declare a default, include a type or full declaration ERROR: 0:69: 'location/component/index' : cannot declare a default, use a full declaration ERROR: 0:70: 'input block' : not supported in this stage: vertex ERROR: 0:70: 'binding' : requires uniform or buffer storage qualifier ERROR: 0:71: 'binding' : binding is too large ERROR: 0:74: 'binding' : sampler binding not less than gl_MaxCombinedTextureImageUnits ERROR: 0:76: 'binding' : sampler binding not less than gl_MaxCombinedTextureImageUnits (using array) ERROR: 0:85: 'patch' : not supported in this stage: vertex ERROR: 0:85: '' : vertex input cannot be further qualified ERROR: 0:86: 'patch' : not supported in this stage: vertex ERROR: 0:100: '=' : global const initializers must be constant ' const int' ERROR: 0:101: '' : array size must be a constant integer expression ERROR: 0:107: 'image variables not declared 'writeonly' and without a format layout qualifier' : not supported for this version or the enabled extensions ERROR: 0:114: 'imageAtomicMin' : only supported on image with format r32i or r32ui ERROR: 0:115: 'imageAtomicMax' : no matching overloaded function found ERROR: 0:119: 'writeonly' : argument cannot drop memory qualifier when passed to formal parameter ERROR: 0:122: '' : memory qualifiers cannot be used on this type ERROR: 0:123: '' : memory qualifiers cannot be used on this type ERROR: 0:134: 'format' : image formats must match ERROR: 0:135: 'volatile' : argument cannot drop memory qualifier when passed to formal parameter ERROR: 0:135: 'format' : image formats must match ERROR: 0:136: 'format' : image formats must match ERROR: 0:139: 'rg8i' : does not apply to unsigned integer images ERROR: 0:140: 'rgba32i' : does not apply to floating point images ERROR: 0:141: 'rgba32f' : does not apply to unsigned integer images ERROR: 0:142: 'r8_snorm' : does not apply to signed integer images ERROR: 0:143: 'rgba32ui' : does not apply to signed integer images ERROR: 0:144: 'r8ui' : does not apply to signed integer images ERROR: 0:147: '"offset" on block member' : not supported for this version or the enabled extensions ERROR: 0:147: 'offset/align' : can only be used with std140, std430, or scalar layout packing ERROR: 0:157: 'textureQueryLevels' : no matching overloaded function found ERROR: 0:157: 'assign' : cannot convert from ' const float' to ' temp int' ERROR: 0:158: 'textureQueryLevels' : no matching overloaded function found ERROR: 0:158: 'assign' : cannot convert from ' const float' to ' temp int' WARNING: 0:161: '[]' : assuming binding count of one for compile-time checking of binding numbers for unsized array ERROR: 54 compilation errors. No code generated. Shader version: 420 ERROR: node is still EOpNull! 0:20 Function Definition: foo( ( const int) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence 0:23 move second child to first child ( temp int) 0:23 'b' ( const (read only) int) 0:23 'anonconst' ( global int) 0:25 Sequence 0:25 move second child to first child ( temp int) 0:25 'd' ( const (read only) int) 0:25 'b' ( const (read only) int) 0:29 Branch: Return with expression 0:29 'b' ( const (read only) int) 0:32 Function Definition: main( ( global void) 0:32 Function Parameters: 0:? Sequence 0:35 Test condition and select ( temp void) 0:35 Condition 0:35 Compare Equal ( temp bool) 0:35 'i' ( temp int) 0:35 Constant: 0:35 3 (const int) 0:35 true case 0:36 Sequence 0:36 move second child to first child ( temp int) 0:36 'j' ( temp int) 0:36 'i' ( temp int) 0:42 Loop with condition tested first 0:42 Loop Condition 0:42 Constant: 0:42 true (const bool) 0:42 No loop body 0:50 Function Definition: bar(vf4; ( global void) 0:50 Function Parameters: 0:50 'v' ( volatile in 4-component vector of float) 0:? Sequence 0:53 's' ( temp int) 0:54 's' ( temp int) 0:55 Test condition and select ( temp void) 0:55 Condition 0:55 Compare Equal ( temp bool) 0:55 direct index ( temp float) 0:55 direct index ( temp 4-component vector of float) 0:55 'bad' ( in 10-element array of 4-component vector of float) 0:55 Constant: 0:55 0 (const int) 0:55 Constant: 0:55 0 (const int) 0:55 Constant: 0:55 4.200000 0:55 true case is null 0:57 Test condition and select ( temp void) 0:57 Condition 0:57 Constant: 0:57 true (const bool) 0:57 true case 0:58 move second child to first child ( temp 4-component vector of float) 0:58 'badorder3' ( flat out 4-component vector of float) 0:58 direct index ( temp 4-component vector of float) 0:58 'bad' ( in 10-element array of 4-component vector of float) 0:58 Constant: 0:58 0 (const int) 0:61 Sequence 0:61 move second child to first child ( temp 3-component vector of float) 0:61 'smeared' ( temp 3-component vector of float) 0:61 Construct vec3 ( temp 3-component vector of float) 0:61 'f' ( temp float) 0:62 Construct vec4 ( temp 4-component vector of float) 0:62 'f' ( temp float) 0:63 Construct vec2 ( temp 2-component vector of float) 0:63 'f' ( temp float) 0:88 Function Definition: bar23444( ( global void) 0:88 Function Parameters: 0:? Sequence 0:91 Sequence 0:91 move second child to first child ( temp float) 0:91 'a1' ( temp float) 0:91 direct index ( temp float) 0:91 direct index ( temp 3-component vector of float) 0:91 'm43' ( temp 4X3 matrix of float) 0:91 Constant: 0:91 3 (const int) 0:91 Constant: 0:91 1 (const int) 0:93 Sequence 0:93 move second child to first child ( temp int) 0:93 'a2' ( temp int) 0:93 Constant: 0:93 4 (const int) 0:94 add second child into first child ( temp int) 0:94 'a2' ( temp int) 0:94 Constant: 0:94 3 (const int) 0:95 add second child into first child ( temp int) 0:95 'a2' ( temp int) 0:95 Constant: 0:95 3 (const int) 0:96 Sequence 0:96 move second child to first child ( temp float) 0:96 'b' ( const (read only) float) 0:96 component-wise multiply ( temp float) 0:96 Constant: 0:96 2.000000 0:96 'a1' ( temp float) 0:97 Sequence 0:97 move second child to first child ( temp int) 0:97 'a' ( temp int) 0:97 Constant: 0:97 -1 (const int) 0:109 Function Definition: qux( ( global void) 0:109 Function Parameters: 0:111 Sequence 0:111 Sequence 0:111 move second child to first child ( temp int) 0:111 'i' ( temp int) 0:111 aoeu: direct index for structure (layout( column_major shared) uniform int) 0:111 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu}) 0:111 Constant: 0:111 0 (const uint) 0:112 imageAtomicCompSwap ( global int) 0:112 'iimg2D' (layout( r32i) uniform iimage2D) 0:112 Construct ivec2 ( temp 2-component vector of int) 0:112 'i' ( temp int) 0:112 'i' ( temp int) 0:112 'i' ( temp int) 0:112 'i' ( temp int) 0:113 imageAtomicAdd ( global uint) 0:113 'uimg2D' (layout( r32ui) uniform uimage2D) 0:113 Construct ivec2 ( temp 2-component vector of int) 0:113 'i' ( temp int) 0:113 'i' ( temp int) 0:113 Convert int to uint ( temp uint) 0:113 'i' ( temp int) 0:114 imageAtomicMin ( global int) 0:114 'iimg2Drgba' (layout( rgba32i) uniform iimage2D) 0:114 Construct ivec2 ( temp 2-component vector of int) 0:114 'i' ( temp int) 0:114 'i' ( temp int) 0:114 'i' ( temp int) 0:115 Constant: 0:115 0.000000 0:116 Sequence 0:116 move second child to first child ( temp 4-component vector of int) 0:116 'pos' ( temp 4-component vector of int) 0:116 imageLoad ( global 4-component vector of int) 0:116 'iimg2D' (layout( r32i) uniform iimage2D) 0:116 Construct ivec2 ( temp 2-component vector of int) 0:116 'i' ( temp int) 0:116 'i' ( temp int) 0:117 Sequence 0:117 move second child to first child ( temp 4-component vector of float) 0:117 'col' ( temp 4-component vector of float) 0:117 imageLoad ( global 4-component vector of float) 0:117 'img2DMS' ( uniform image2DMS) 0:117 Construct ivec2 ( temp 2-component vector of int) 0:117 'i' ( temp int) 0:117 'i' ( temp int) 0:117 'i' ( temp int) 0:118 imageStore ( global void) 0:118 'img2DMSWO' ( writeonly uniform image2DMS) 0:118 Construct ivec2 ( temp 2-component vector of int) 0:118 'i' ( temp int) 0:118 'i' ( temp int) 0:118 'i' ( temp int) 0:118 Constant: 0:118 0.000000 0:118 0.000000 0:118 0.000000 0:118 0.000000 0:119 imageLoad ( global 4-component vector of float) 0:119 'img2DMSWO' ( writeonly uniform image2DMS) 0:119 Construct ivec2 ( temp 2-component vector of int) 0:119 'i' ( temp int) 0:119 'i' ( temp int) 0:119 'i' ( temp int) 0:125 Function Definition: passr(iI21; ( global void) 0:125 Function Parameters: 0:125 'image' ( coherent readonly in iimage2D) 0:132 Function Definition: passrc( ( global void) 0:132 Function Parameters: 0:134 Sequence 0:134 Function Call: passr(iI21; ( global void) 0:134 'qualim1' (layout( r32i) coherent readonly uniform iimage2D) 0:135 Function Call: passr(iI21; ( global void) 0:135 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D) 0:136 Function Call: passr(iI21; ( global void) 0:136 'iimg2D' (layout( r32i) uniform iimage2D) 0:153 Function Definition: qlod( ( global void) 0:153 Function Parameters: 0:? Sequence 0:157 'levels' ( temp int) 0:158 'levels' ( temp int) 0:? Linker Objects 0:? 'v2' ( smooth out 2-component vector of float) 0:? 'bad' ( in 10-element array of 4-component vector of float) 0:? 'badorder' ( in 4-component vector of float) 0:? 'badorder2' ( invariant smooth out 4-component vector of float) 0:? 'badorder4' ( centroid in 4-component vector of float) 0:? 'badorder3' ( flat out 4-component vector of float) 0:? 'rep' ( smooth flat out 4-component vector of float) 0:? 'rep2' ( centroid smooth sample out 4-component vector of float) 0:? 'rep3' ( in 4-component vector of float) 0:? 'anonconst' ( global int) 0:? 'aconst' ( const int) 0:? 5 (const int) 0:? 'a' ( const int) 0:? 5 (const int) 0:? 'b' ( temp int) 0:? 'cx' ( const float) 0:? 4.200000 0:? 'dx' ( const float) 0:? 4.200000 0:? 'boundInst' (layout( binding=3 column_major shared) uniform block{layout( column_major shared) uniform int aoeu}) 0:? 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu}) 0:? 'anon@1' (layout( binding=1) in block{ in int aoeua}) 0:? 'anon@2' (layout( column_major shared) uniform block{layout( column_major shared) uniform int aooeu}) 0:? 'sampb1' (layout( binding=4) uniform sampler2D) 0:? 'sampb2' (layout( binding=5) uniform 10-element array of sampler2D) 0:? 'sampb3' (layout( binding=80) uniform sampler2D) 0:? 'sampb4' (layout( binding=31) uniform sampler2D) 0:? 'sampb5' (layout( binding=79) uniform 2-element array of sampler2D) 0:? 'anon@3' ( out block{ out 4-element array of float ClipDistance gl_ClipDistance}) 0:? 'patchIn' ( patch in 4-component vector of float) 0:? 'patchOut' ( smooth patch out 4-component vector of float) 0:? 'comma0' ( temp int) 0:? 'comma1' ( global 1-element array of int) 0:? 'iimg2D' (layout( r32i) uniform iimage2D) 0:? 'iimg2Drgba' (layout( rgba32i) uniform iimage2D) 0:? 'img2Drgba' (layout( rgba32f) uniform image2D) 0:? 'uimg2D' (layout( r32ui) uniform uimage2D) 0:? 'img2DMS' ( uniform image2DMS) 0:? 'img2DMSWO' ( writeonly uniform image2DMS) 0:? 'vol' ( volatile temp float) 0:? 'vol2' ( readonly temp int) 0:? 'qualim1' (layout( r32i) coherent readonly uniform iimage2D) 0:? 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D) 0:? 'i1bad' (layout( rg8i) uniform uimage2D) 0:? 'i2bad' (layout( rgba32i) uniform image2D) 0:? 'i3bad' (layout( rgba32f) uniform uimage2D) 0:? 'i4bad' (layout( r8_snorm) uniform iimage2D) 0:? 'i5bad' (layout( rgba32ui) uniform iimage2D) 0:? 'i6bad' (layout( r8ui) uniform iimage2D) 0:? 'offcheckI' (layout( column_major shared) uniform block{layout( column_major shared offset=16) uniform int foo}) 0:? 'samp1D' ( uniform sampler1D) 0:? 'samp1Ds' ( uniform sampler1DShadow) 0:? 'badArray' (layout( binding=0) writeonly uniform unsized 1-element array of image1D) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: Shader version: 420 ERROR: node is still EOpNull! 0:32 Function Definition: main( ( global void) 0:32 Function Parameters: 0:? Sequence 0:35 Test condition and select ( temp void) 0:35 Condition 0:35 Compare Equal ( temp bool) 0:35 'i' ( temp int) 0:35 Constant: 0:35 3 (const int) 0:35 true case 0:36 Sequence 0:36 move second child to first child ( temp int) 0:36 'j' ( temp int) 0:36 'i' ( temp int) 0:42 Loop with condition tested first 0:42 Loop Condition 0:42 Constant: 0:42 true (const bool) 0:42 No loop body 0:? Linker Objects 0:? 'v2' ( smooth out 2-component vector of float) 0:? 'bad' ( in 10-element array of 4-component vector of float) 0:? 'badorder' ( in 4-component vector of float) 0:? 'badorder2' ( invariant smooth out 4-component vector of float) 0:? 'badorder4' ( centroid in 4-component vector of float) 0:? 'badorder3' ( flat out 4-component vector of float) 0:? 'rep' ( smooth flat out 4-component vector of float) 0:? 'rep2' ( centroid smooth sample out 4-component vector of float) 0:? 'rep3' ( in 4-component vector of float) 0:? 'anonconst' ( global int) 0:? 'aconst' ( const int) 0:? 5 (const int) 0:? 'a' ( const int) 0:? 5 (const int) 0:? 'b' ( temp int) 0:? 'cx' ( const float) 0:? 4.200000 0:? 'dx' ( const float) 0:? 4.200000 0:? 'boundInst' (layout( binding=3 column_major shared) uniform block{layout( column_major shared) uniform int aoeu}) 0:? 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu}) 0:? 'anon@1' (layout( binding=1) in block{ in int aoeua}) 0:? 'anon@2' (layout( column_major shared) uniform block{layout( column_major shared) uniform int aooeu}) 0:? 'sampb1' (layout( binding=4) uniform sampler2D) 0:? 'sampb2' (layout( binding=5) uniform 10-element array of sampler2D) 0:? 'sampb3' (layout( binding=80) uniform sampler2D) 0:? 'sampb4' (layout( binding=31) uniform sampler2D) 0:? 'sampb5' (layout( binding=79) uniform 2-element array of sampler2D) 0:? 'anon@3' ( out block{ out 4-element array of float ClipDistance gl_ClipDistance}) 0:? 'patchIn' ( patch in 4-component vector of float) 0:? 'patchOut' ( smooth patch out 4-component vector of float) 0:? 'comma0' ( temp int) 0:? 'comma1' ( global 1-element array of int) 0:? 'iimg2D' (layout( r32i) uniform iimage2D) 0:? 'iimg2Drgba' (layout( rgba32i) uniform iimage2D) 0:? 'img2Drgba' (layout( rgba32f) uniform image2D) 0:? 'uimg2D' (layout( r32ui) uniform uimage2D) 0:? 'img2DMS' ( uniform image2DMS) 0:? 'img2DMSWO' ( writeonly uniform image2DMS) 0:? 'vol' ( volatile temp float) 0:? 'vol2' ( readonly temp int) 0:? 'qualim1' (layout( r32i) coherent readonly uniform iimage2D) 0:? 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D) 0:? 'i1bad' (layout( rg8i) uniform uimage2D) 0:? 'i2bad' (layout( rgba32i) uniform image2D) 0:? 'i3bad' (layout( rgba32f) uniform uimage2D) 0:? 'i4bad' (layout( r8_snorm) uniform iimage2D) 0:? 'i5bad' (layout( rgba32ui) uniform iimage2D) 0:? 'i6bad' (layout( r8ui) uniform iimage2D) 0:? 'offcheckI' (layout( column_major shared) uniform block{layout( column_major shared offset=16) uniform int foo}) 0:? 'samp1D' ( uniform sampler1D) 0:? 'samp1Ds' ( uniform sampler1DShadow) 0:? 'badArray' (layout( binding=0) writeonly uniform 1-element array of image1D) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)