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path: root/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/130.vert.out
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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 implicitly-sized 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 implicitly-sized 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 implicitly-sized array of float ClipDistance)
0:?     'gl_TexCoord' (smooth out implicitly-sized 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)