1hlsl.numericsuffixes.negative.frag 2ERROR: 0:7: '' : bad digit in binary literal 3ERROR: 0:8: '' : binary literal too big 4ERROR: 0:9: '' : bad digit in hexadecimal literal 5ERROR: 0:10: '' : hexadecimal literal too big 6ERROR: 4 compilation errors. No code generated. 7 8 9Shader version: 500 10gl_FragCoord origin is upper left 11ERROR: node is still EOpNull! 120:5 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 130:5 Function Parameters: 140:? Sequence 150:7 Sequence 160:7 move second child to first child ( temp uint) 170:7 'r01' ( temp uint) 180:7 Constant: 190:7 0 (const uint) 200:8 Sequence 210:8 move second child to first child ( temp uint) 220:8 'r02' ( temp uint) 230:8 Constant: 240:8 4294967295 (const uint) 250:10 Sequence 260:9 move second child to first child ( temp uint) 270:9 'r03' ( temp uint) 280:9 Constant: 290:9 0 (const uint) 300:10 move second child to first child ( temp uint) 310:10 'r04' ( temp uint) 320:10 Constant: 330:10 4294967295 (const uint) 340:13 move second child to first child ( temp 4-component vector of float) 350:13 color: direct index for structure ( temp 4-component vector of float) 360:13 'ps_output' ( temp structure{ temp 4-component vector of float color}) 370:13 Constant: 380:13 0 (const int) 390:13 Construct vec4 ( temp 4-component vector of float) 400:13 Convert uint to float ( temp float) 410:13 'r01' ( temp uint) 420:14 Branch: Return with expression 430:14 'ps_output' ( temp structure{ temp 4-component vector of float color}) 440:5 Function Definition: main( ( temp void) 450:5 Function Parameters: 460:? Sequence 470:5 Sequence 480:5 move second child to first child ( temp 4-component vector of float) 490:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 500:5 color: direct index for structure ( temp 4-component vector of float) 510:5 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 520:5 Constant: 530:5 0 (const int) 540:? Linker Objects 550:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 56 57 58Linked fragment stage: 59 60 61Shader version: 500 62gl_FragCoord origin is upper left 63ERROR: node is still EOpNull! 640:5 Function Definition: @main( ( temp structure{ temp 4-component vector of float color}) 650:5 Function Parameters: 660:? Sequence 670:7 Sequence 680:7 move second child to first child ( temp uint) 690:7 'r01' ( temp uint) 700:7 Constant: 710:7 0 (const uint) 720:8 Sequence 730:8 move second child to first child ( temp uint) 740:8 'r02' ( temp uint) 750:8 Constant: 760:8 4294967295 (const uint) 770:10 Sequence 780:9 move second child to first child ( temp uint) 790:9 'r03' ( temp uint) 800:9 Constant: 810:9 0 (const uint) 820:10 move second child to first child ( temp uint) 830:10 'r04' ( temp uint) 840:10 Constant: 850:10 4294967295 (const uint) 860:13 move second child to first child ( temp 4-component vector of float) 870:13 color: direct index for structure ( temp 4-component vector of float) 880:13 'ps_output' ( temp structure{ temp 4-component vector of float color}) 890:13 Constant: 900:13 0 (const int) 910:13 Construct vec4 ( temp 4-component vector of float) 920:13 Convert uint to float ( temp float) 930:13 'r01' ( temp uint) 940:14 Branch: Return with expression 950:14 'ps_output' ( temp structure{ temp 4-component vector of float color}) 960:5 Function Definition: main( ( temp void) 970:5 Function Parameters: 980:? Sequence 990:5 Sequence 1000:5 move second child to first child ( temp 4-component vector of float) 1010:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 1020:5 color: direct index for structure ( temp 4-component vector of float) 1030:5 Function Call: @main( ( temp structure{ temp 4-component vector of float color}) 1040:5 Constant: 1050:5 0 (const int) 1060:? Linker Objects 1070:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float) 108 109SPIR-V is not generated for failed compile or link 110