450.frag
ERROR: 0:63: 'location' : cannot use in a block array where new locations are needed for each block element 
ERROR: 0:68: 'early_fragment_tests' : can only apply to a standalone qualifier 
ERROR: 2 compilation errors.  No code generated.


Shader version: 450
ERROR: node is still EOpNull!
0:8  Function Definition: main( ( global void)
0:8    Function Parameters: 
0:10    Sequence
0:10      Sequence
0:10        move second child to first child ( temp 2-component vector of float)
0:10          'v2' ( temp 2-component vector of float)
0:10          dPdxFine ( global 2-component vector of float)
0:10            'in2' ( smooth in 2-component vector of float)
0:11      Sequence
0:11        move second child to first child ( temp 3-component vector of float)
0:11          'v3' ( temp 3-component vector of float)
0:11          dPdyCoarse ( global 3-component vector of float)
0:11            'in3' ( smooth in 3-component vector of float)
0:12      Sequence
0:12        move second child to first child ( temp 4-component vector of float)
0:12          'v4' ( temp 4-component vector of float)
0:12          fwidth ( global 4-component vector of float)
0:12            'in4' ( smooth in 4-component vector of float)
0:13      move second child to first child ( temp 4-component vector of float)
0:13        'v4' ( temp 4-component vector of float)
0:13        dPdyFine ( global 4-component vector of float)
0:13          'in4' ( smooth in 4-component vector of float)
0:14      move second child to first child ( temp 3-component vector of float)
0:14        'v3' ( temp 3-component vector of float)
0:14        dPdyFine ( global 3-component vector of float)
0:14          'in3' ( smooth in 3-component vector of float)
0:15      Sequence
0:15        move second child to first child ( temp float)
0:15          'f' ( temp float)
0:15          add ( temp float)
0:15            add ( temp float)
0:15              dPdx ( global float)
0:15                'in1' ( smooth in float)
0:15              dPdxFine ( global float)
0:15                'in1' ( smooth in float)
0:15            dPdxCoarse ( global float)
0:15              'in1' ( smooth in float)
0:16      move second child to first child ( temp 4-component vector of float)
0:16        'v4' ( temp 4-component vector of float)
0:16        add ( temp 4-component vector of float)
0:16          fwidthCoarse ( global 4-component vector of float)
0:16            'in4' ( smooth in 4-component vector of float)
0:16          fwidthFine ( global 4-component vector of float)
0:16            'in4' ( smooth in 4-component vector of float)
0:18      Sequence
0:18        move second child to first child ( temp float)
0:18          'cull' ( temp float)
0:18          direct index ( smooth temp float CullDistance)
0:18            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:18            Constant:
0:18              2 (const int)
0:19      Sequence
0:19        move second child to first child ( temp float)
0:19          'consts' ( temp float)
0:19          Constant:
0:19            20.000000
0:21      Test condition and select ( temp void)
0:21        Condition
0:21        'gl_HelperInvocation' ( in bool HelperInvocation)
0:21        true case
0:22        Pre-Increment ( temp 4-component vector of float)
0:22          'v4' ( temp 4-component vector of float)
0:24      Sequence
0:24        move second child to first child ( temp int)
0:24          'sum' ( temp int)
0:24          Constant:
0:24            32 (const int)
0:32      Sequence
0:32        move second child to first child ( temp 2-component vector of bool)
0:32          'b2' ( temp 2-component vector of bool)
0:32          mix ( global 2-component vector of bool)
0:32            Construct bvec2 ( temp 2-component vector of bool)
0:32              'b1' ( temp bool)
0:32            Construct bvec2 ( temp 2-component vector of bool)
0:32              'b3' ( temp bool)
0:32            Construct bvec2 ( temp 2-component vector of bool)
0:32              'b' ( temp bool)
0:33      Sequence
0:33        move second child to first child ( temp uint)
0:33          'um' ( temp uint)
0:33          mix ( global uint)
0:33            'uin' ( temp uint)
0:33            'uin' ( temp uint)
0:33            'b' ( temp bool)
0:34      Sequence
0:34        move second child to first child ( temp 3-component vector of int)
0:34          'im3' ( temp 3-component vector of int)
0:34          mix ( global 3-component vector of int)
0:34            Construct ivec3 ( temp 3-component vector of int)
0:34              Convert uint to int ( temp int)
0:34                'uin' ( temp uint)
0:34            Construct ivec3 ( temp 3-component vector of int)
0:34              Convert uint to int ( temp int)
0:34                'uin' ( temp uint)
0:34            Construct bvec3 ( temp 3-component vector of bool)
0:34              'b' ( temp bool)
0:42  Function Definition: foo( ( global void)
0:42    Function Parameters: 
0:44    Sequence
0:44      Sequence
0:44        move second child to first child ( temp int)
0:44          's' ( temp int)
0:44          textureSamples ( global int)
0:44            's2dms' ( uniform sampler2DMS)
0:45      add second child into first child ( temp int)
0:45        's' ( temp int)
0:45        textureSamples ( global int)
0:45          'us2dmsa' ( uniform usampler2DMSArray)
0:46      add second child into first child ( temp int)
0:46        's' ( temp int)
0:46        imageQuerySamples ( global int)
0:46          'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:47      add second child into first child ( temp int)
0:47        's' ( temp int)
0:47        imageQuerySamples ( global int)
0:47          'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:48      Sequence
0:48        move second child to first child ( temp float)
0:48          'f' ( temp float)
0:48          imageAtomicExchange ( global float)
0:48            'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:48            Convert float to int ( temp 3-component vector of int)
0:48              'in3' ( smooth in 3-component vector of float)
0:48            Constant:
0:48              2 (const int)
0:48            Constant:
0:48              4.500000
0:53  Function Definition: cull(i1; ( global float)
0:53    Function Parameters: 
0:53      'i' ( in int)
0:55    Sequence
0:55      Branch: Return with expression
0:55        Test condition and select ( temp float)
0:55          Condition
0:55          Compare Greater Than or Equal ( temp bool)
0:55            'i' ( in int)
0:55            Constant:
0:55              6 (const int)
0:55          true case
0:55          direct index ( smooth temp float CullDistance)
0:55            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:55            Constant:
0:55              5 (const int)
0:55          false case
0:55          indirect index ( smooth temp float CullDistance)
0:55            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:55            'i' ( in int)
0:?   Linker Objects
0:?     'in1' ( smooth in float)
0:?     'in2' ( smooth in 2-component vector of float)
0:?     'in3' ( smooth in 3-component vector of float)
0:?     'in4' ( smooth in 4-component vector of float)
0:?     'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:?     's2dms' ( uniform sampler2DMS)
0:?     'us2dmsa' ( uniform usampler2DMSArray)
0:?     'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:?     'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:?     'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
0:?     'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
0:?     'f' ( smooth in float)


Linked fragment stage:


Shader version: 450
ERROR: node is still EOpNull!
0:8  Function Definition: main( ( global void)
0:8    Function Parameters: 
0:10    Sequence
0:10      Sequence
0:10        move second child to first child ( temp 2-component vector of float)
0:10          'v2' ( temp 2-component vector of float)
0:10          dPdxFine ( global 2-component vector of float)
0:10            'in2' ( smooth in 2-component vector of float)
0:11      Sequence
0:11        move second child to first child ( temp 3-component vector of float)
0:11          'v3' ( temp 3-component vector of float)
0:11          dPdyCoarse ( global 3-component vector of float)
0:11            'in3' ( smooth in 3-component vector of float)
0:12      Sequence
0:12        move second child to first child ( temp 4-component vector of float)
0:12          'v4' ( temp 4-component vector of float)
0:12          fwidth ( global 4-component vector of float)
0:12            'in4' ( smooth in 4-component vector of float)
0:13      move second child to first child ( temp 4-component vector of float)
0:13        'v4' ( temp 4-component vector of float)
0:13        dPdyFine ( global 4-component vector of float)
0:13          'in4' ( smooth in 4-component vector of float)
0:14      move second child to first child ( temp 3-component vector of float)
0:14        'v3' ( temp 3-component vector of float)
0:14        dPdyFine ( global 3-component vector of float)
0:14          'in3' ( smooth in 3-component vector of float)
0:15      Sequence
0:15        move second child to first child ( temp float)
0:15          'f' ( temp float)
0:15          add ( temp float)
0:15            add ( temp float)
0:15              dPdx ( global float)
0:15                'in1' ( smooth in float)
0:15              dPdxFine ( global float)
0:15                'in1' ( smooth in float)
0:15            dPdxCoarse ( global float)
0:15              'in1' ( smooth in float)
0:16      move second child to first child ( temp 4-component vector of float)
0:16        'v4' ( temp 4-component vector of float)
0:16        add ( temp 4-component vector of float)
0:16          fwidthCoarse ( global 4-component vector of float)
0:16            'in4' ( smooth in 4-component vector of float)
0:16          fwidthFine ( global 4-component vector of float)
0:16            'in4' ( smooth in 4-component vector of float)
0:18      Sequence
0:18        move second child to first child ( temp float)
0:18          'cull' ( temp float)
0:18          direct index ( smooth temp float CullDistance)
0:18            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:18            Constant:
0:18              2 (const int)
0:19      Sequence
0:19        move second child to first child ( temp float)
0:19          'consts' ( temp float)
0:19          Constant:
0:19            20.000000
0:21      Test condition and select ( temp void)
0:21        Condition
0:21        'gl_HelperInvocation' ( in bool HelperInvocation)
0:21        true case
0:22        Pre-Increment ( temp 4-component vector of float)
0:22          'v4' ( temp 4-component vector of float)
0:24      Sequence
0:24        move second child to first child ( temp int)
0:24          'sum' ( temp int)
0:24          Constant:
0:24            32 (const int)
0:32      Sequence
0:32        move second child to first child ( temp 2-component vector of bool)
0:32          'b2' ( temp 2-component vector of bool)
0:32          mix ( global 2-component vector of bool)
0:32            Construct bvec2 ( temp 2-component vector of bool)
0:32              'b1' ( temp bool)
0:32            Construct bvec2 ( temp 2-component vector of bool)
0:32              'b3' ( temp bool)
0:32            Construct bvec2 ( temp 2-component vector of bool)
0:32              'b' ( temp bool)
0:33      Sequence
0:33        move second child to first child ( temp uint)
0:33          'um' ( temp uint)
0:33          mix ( global uint)
0:33            'uin' ( temp uint)
0:33            'uin' ( temp uint)
0:33            'b' ( temp bool)
0:34      Sequence
0:34        move second child to first child ( temp 3-component vector of int)
0:34          'im3' ( temp 3-component vector of int)
0:34          mix ( global 3-component vector of int)
0:34            Construct ivec3 ( temp 3-component vector of int)
0:34              Convert uint to int ( temp int)
0:34                'uin' ( temp uint)
0:34            Construct ivec3 ( temp 3-component vector of int)
0:34              Convert uint to int ( temp int)
0:34                'uin' ( temp uint)
0:34            Construct bvec3 ( temp 3-component vector of bool)
0:34              'b' ( temp bool)
0:?   Linker Objects
0:?     'in1' ( smooth in float)
0:?     'in2' ( smooth in 2-component vector of float)
0:?     'in3' ( smooth in 3-component vector of float)
0:?     'in4' ( smooth in 4-component vector of float)
0:?     'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:?     's2dms' ( uniform sampler2DMS)
0:?     'us2dmsa' ( uniform usampler2DMSArray)
0:?     'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:?     'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:?     'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
0:?     'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
0:?     'f' ( smooth in float)