hlsl.samplecmp.negative2.frag ERROR: 0:7: '' : expected: SamplerComparisonState ERROR: 1 compilation errors. No code generated. Shader version: 500 gl_FragCoord origin is upper left ERROR: node is still EOpNull! 0:6 Function Definition: @main( ( temp 4-component vector of float) 0:6 Function Parameters: 0:? Sequence 0:7 ERROR: Bad aggregation op ( temp 4-component vector of float) 0:7 'g_shadowTex' ( uniform texture2D) 0:7 'g_shadowSampler' ( uniform sampler) 0:? Constant: 0:? 0.000000 0:? 0.000000 0:7 Constant: 0:7 0.000000 0:? Constant: 0:? 0 (const int) 0:? 0 (const int) 0:9 Branch: Return with expression 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:6 Function Definition: main( ( temp void) 0:6 Function Parameters: 0:? Sequence 0:6 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:6 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 'g_shadowTex' ( uniform texture2D) 0:? 'g_shadowSampler' ( uniform sampler) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left ERROR: node is still EOpNull! 0:6 Function Definition: @main( ( temp 4-component vector of float) 0:6 Function Parameters: 0:? Sequence 0:7 ERROR: Bad aggregation op ( temp 4-component vector of float) 0:7 'g_shadowTex' ( uniform texture2D) 0:7 'g_shadowSampler' ( uniform sampler) 0:? Constant: 0:? 0.000000 0:? 0.000000 0:7 Constant: 0:7 0.000000 0:? Constant: 0:? 0 (const int) 0:? 0 (const int) 0:9 Branch: Return with expression 0:9 Constant: 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:9 0.000000 0:6 Function Definition: main( ( temp void) 0:6 Function Parameters: 0:? Sequence 0:6 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:6 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 'g_shadowTex' ( uniform texture2D) 0:? 'g_shadowSampler' ( uniform sampler) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) SPIR-V is not generated for failed compile or link