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precision.frag
ERROR: 0:3: 'float' : type requires declaration of default precision qualifier
ERROR: 0:18: 'int' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type
ERROR: 0:19: 'int' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type
ERROR: 0:21: 'float' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type
ERROR: 0:72: 'bool' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type
ERROR: 0:75: 'structure' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type
ERROR: 0:76: 'bool' : type cannot have precision qualifier
ERROR: 7 compilation errors. No code generated.
Shader version: 100
ERROR: node is still EOpNull!
0:5 Function Definition: foo(vf3; ( global lowp 2-component vector of float)
0:5 Function Parameters:
0:5 'mv3' ( in mediump 3-component vector of float)
0:? Sequence
0:8 Branch: Return with expression
0:8 vector swizzle ( temp highp 2-component vector of float)
0:8 'hv4' ( temp highp 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
0:8 Constant:
0:8 1 (const int)
0:25 Function Definition: main( ( global void)
0:25 Function Parameters:
0:27 Sequence
0:27 Sequence
0:27 move second child to first child ( temp highp int)
0:27 'sum' ( temp lowp int)
0:27 add ( temp highp int)
0:27 'global_medium' ( global mediump int)
0:27 'global_high' ( global highp int)
0:29 move second child to first child ( temp mediump 4-component vector of float)
0:29 'gl_FragColor' ( fragColor mediump 4-component vector of float FragColor)
0:29 Construct vec4 ( temp mediump 4-component vector of float)
0:29 'color' ( smooth in mediump 3-component vector of float)
0:29 Constant:
0:29 1.000000
0:32 add second child into first child ( temp highp int)
0:32 'sum' ( temp lowp int)
0:32 'level1_high' ( temp highp int)
0:36 add second child into first child ( temp lowp int)
0:36 'sum' ( temp lowp int)
0:36 'level1_low' ( temp lowp int)
0:41 Sequence
0:41 move second child to first child ( temp mediump float)
0:41 'd' ( temp lowp float)
0:41 distance ( global mediump float)
0:41 'arg1' ( temp lowp float)
0:41 'arg2' ( temp mediump float)
0:? Sequence
0:45 add second child into first child ( temp lowp int)
0:45 'sum' ( temp lowp int)
0:45 'level2_low' ( temp lowp int)
0:49 add second child into first child ( temp highp int)
0:49 'sum' ( temp lowp int)
0:49 'level2_high' ( temp highp int)
0:58 Loop with condition not tested first
0:58 Loop Condition
0:58 Constant:
0:58 true (const bool)
0:58 Loop Body
0:51 Sequence
0:51 Test condition and select ( temp void)
0:51 Condition
0:51 Constant:
0:51 true (const bool)
0:51 true case
0:? Sequence
0:54 add second child into first child ( temp mediump int)
0:54 'sum' ( temp lowp int)
0:54 'level4_medium' ( temp mediump int)
0:57 add second child into first child ( temp highp int)
0:57 'sum' ( temp lowp int)
0:57 'level3_high' ( temp highp int)
0:60 add second child into first child ( temp highp int)
0:60 'sum' ( temp lowp int)
0:60 'level2_high2' ( temp highp int)
0:63 add second child into first child ( temp lowp int)
0:63 'sum' ( temp lowp int)
0:63 'level1_low3' ( temp lowp int)
0:65 add second child into first child ( temp lowp int)
0:65 'sum' ( temp lowp int)
0:65 add ( temp lowp int)
0:65 Constant:
0:65 4 (const int)
0:65 direct index ( temp lowp int)
0:65 add ( temp lowp 2-component vector of int)
0:65 component-wise multiply ( temp lowp 2-component vector of int)
0:65 Construct ivec2 ( temp lowp 2-component vector of int)
0:65 'level1_low3' ( temp lowp int)
0:65 Construct ivec2 ( temp lowp 2-component vector of int)
0:65 'level1_high' ( temp highp int)
0:65 Construct ivec2 ( temp lowp 2-component vector of int)
0:65 Comma ( temp highp int)
0:65 'level1_low3' ( temp lowp int)
0:65 'level1_high' ( temp highp int)
0:65 Constant:
0:65 0 (const int)
0:67 texture ( global lowp 4-component vector of float)
0:67 'samplerLow' ( uniform lowp sampler2D)
0:67 Constant:
0:67 0.100000
0:67 0.200000
0:68 texture ( global mediump 4-component vector of float)
0:68 'samplerMed' ( uniform mediump sampler2D)
0:68 Constant:
0:68 0.100000
0:68 0.200000
0:69 texture ( global highp 4-component vector of float)
0:69 'samplerHigh' ( uniform highp sampler2D)
0:69 Constant:
0:69 0.100000
0:69 0.200000
0:? Linker Objects
0:? 'color' ( smooth in mediump 3-component vector of float)
0:? 'global_medium' ( global mediump int)
0:? 'samplerLow' ( uniform lowp sampler2D)
0:? 'samplerMed' ( uniform mediump sampler2D)
0:? 'samplerHigh' ( uniform highp sampler2D)
0:? 'uint' ( global mediump 4-component vector of float)
0:? 'global_high' ( global highp int)
0:? 'b2' ( global mediump 2-component vector of bool)
Linked fragment stage:
Shader version: 100
ERROR: node is still EOpNull!
0:25 Function Definition: main( ( global void)
0:25 Function Parameters:
0:27 Sequence
0:27 Sequence
0:27 move second child to first child ( temp highp int)
0:27 'sum' ( temp lowp int)
0:27 add ( temp highp int)
0:27 'global_medium' ( global mediump int)
0:27 'global_high' ( global highp int)
0:29 move second child to first child ( temp mediump 4-component vector of float)
0:29 'gl_FragColor' ( fragColor mediump 4-component vector of float FragColor)
0:29 Construct vec4 ( temp mediump 4-component vector of float)
0:29 'color' ( smooth in mediump 3-component vector of float)
0:29 Constant:
0:29 1.000000
0:32 add second child into first child ( temp highp int)
0:32 'sum' ( temp lowp int)
0:32 'level1_high' ( temp highp int)
0:36 add second child into first child ( temp lowp int)
0:36 'sum' ( temp lowp int)
0:36 'level1_low' ( temp lowp int)
0:41 Sequence
0:41 move second child to first child ( temp mediump float)
0:41 'd' ( temp lowp float)
0:41 distance ( global mediump float)
0:41 'arg1' ( temp lowp float)
0:41 'arg2' ( temp mediump float)
0:? Sequence
0:45 add second child into first child ( temp lowp int)
0:45 'sum' ( temp lowp int)
0:45 'level2_low' ( temp lowp int)
0:49 add second child into first child ( temp highp int)
0:49 'sum' ( temp lowp int)
0:49 'level2_high' ( temp highp int)
0:58 Loop with condition not tested first
0:58 Loop Condition
0:58 Constant:
0:58 true (const bool)
0:58 Loop Body
0:51 Sequence
0:51 Test condition and select ( temp void)
0:51 Condition
0:51 Constant:
0:51 true (const bool)
0:51 true case
0:? Sequence
0:54 add second child into first child ( temp mediump int)
0:54 'sum' ( temp lowp int)
0:54 'level4_medium' ( temp mediump int)
0:57 add second child into first child ( temp highp int)
0:57 'sum' ( temp lowp int)
0:57 'level3_high' ( temp highp int)
0:60 add second child into first child ( temp highp int)
0:60 'sum' ( temp lowp int)
0:60 'level2_high2' ( temp highp int)
0:63 add second child into first child ( temp lowp int)
0:63 'sum' ( temp lowp int)
0:63 'level1_low3' ( temp lowp int)
0:65 add second child into first child ( temp lowp int)
0:65 'sum' ( temp lowp int)
0:65 add ( temp lowp int)
0:65 Constant:
0:65 4 (const int)
0:65 direct index ( temp lowp int)
0:65 add ( temp lowp 2-component vector of int)
0:65 component-wise multiply ( temp lowp 2-component vector of int)
0:65 Construct ivec2 ( temp lowp 2-component vector of int)
0:65 'level1_low3' ( temp lowp int)
0:65 Construct ivec2 ( temp lowp 2-component vector of int)
0:65 'level1_high' ( temp highp int)
0:65 Construct ivec2 ( temp lowp 2-component vector of int)
0:65 Comma ( temp highp int)
0:65 'level1_low3' ( temp lowp int)
0:65 'level1_high' ( temp highp int)
0:65 Constant:
0:65 0 (const int)
0:67 texture ( global lowp 4-component vector of float)
0:67 'samplerLow' ( uniform lowp sampler2D)
0:67 Constant:
0:67 0.100000
0:67 0.200000
0:68 texture ( global mediump 4-component vector of float)
0:68 'samplerMed' ( uniform mediump sampler2D)
0:68 Constant:
0:68 0.100000
0:68 0.200000
0:69 texture ( global highp 4-component vector of float)
0:69 'samplerHigh' ( uniform highp sampler2D)
0:69 Constant:
0:69 0.100000
0:69 0.200000
0:? Linker Objects
0:? 'color' ( smooth in mediump 3-component vector of float)
0:? 'global_medium' ( global mediump int)
0:? 'samplerLow' ( uniform lowp sampler2D)
0:? 'samplerMed' ( uniform mediump sampler2D)
0:? 'samplerHigh' ( uniform highp sampler2D)
0:? 'uint' ( global mediump 4-component vector of float)
0:? 'global_high' ( global highp int)
0:? 'b2' ( global mediump 2-component vector of bool)