hlsl.numericsuffixes.negative.frag
ERROR: 0:7: '' : bad digit in binary literal 
ERROR: 0:8: '' : binary literal too big 
ERROR: 0:9: '' : bad digit in hexadecimal literal 
ERROR: 0:10: '' : hexadecimal literal too big 
ERROR: 4 compilation errors.  No code generated.


Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:5  Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:5    Function Parameters: 
0:?     Sequence
0:7      Sequence
0:7        move second child to first child ( temp uint)
0:7          'r01' ( temp uint)
0:7          Constant:
0:7            0 (const uint)
0:8      Sequence
0:8        move second child to first child ( temp uint)
0:8          'r02' ( temp uint)
0:8          Constant:
0:8            4294967295 (const uint)
0:10      Sequence
0:9        move second child to first child ( temp uint)
0:9          'r03' ( temp uint)
0:9          Constant:
0:9            0 (const uint)
0:10        move second child to first child ( temp uint)
0:10          'r04' ( temp uint)
0:10          Constant:
0:10            4294967295 (const uint)
0:13      move second child to first child ( temp 4-component vector of float)
0:13        color: direct index for structure ( temp 4-component vector of float)
0:13          'ps_output' ( temp structure{ temp 4-component vector of float color})
0:13          Constant:
0:13            0 (const int)
0:13        Construct vec4 ( temp 4-component vector of float)
0:13          Convert uint to float ( temp float)
0:13            'r01' ( temp uint)
0:14      Branch: Return with expression
0:14        'ps_output' ( temp structure{ temp 4-component vector of float color})
0:5  Function Definition: main( ( temp void)
0:5    Function Parameters: 
0:?     Sequence
0:5      Sequence
0:5        move second child to first child ( temp 4-component vector of float)
0:?           '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
0:5          color: direct index for structure ( temp 4-component vector of float)
0:5            Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:5            Constant:
0:5              0 (const int)
0:?   Linker Objects
0:?     '@entryPointOutput.color' (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!
0:5  Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:5    Function Parameters: 
0:?     Sequence
0:7      Sequence
0:7        move second child to first child ( temp uint)
0:7          'r01' ( temp uint)
0:7          Constant:
0:7            0 (const uint)
0:8      Sequence
0:8        move second child to first child ( temp uint)
0:8          'r02' ( temp uint)
0:8          Constant:
0:8            4294967295 (const uint)
0:10      Sequence
0:9        move second child to first child ( temp uint)
0:9          'r03' ( temp uint)
0:9          Constant:
0:9            0 (const uint)
0:10        move second child to first child ( temp uint)
0:10          'r04' ( temp uint)
0:10          Constant:
0:10            4294967295 (const uint)
0:13      move second child to first child ( temp 4-component vector of float)
0:13        color: direct index for structure ( temp 4-component vector of float)
0:13          'ps_output' ( temp structure{ temp 4-component vector of float color})
0:13          Constant:
0:13            0 (const int)
0:13        Construct vec4 ( temp 4-component vector of float)
0:13          Convert uint to float ( temp float)
0:13            'r01' ( temp uint)
0:14      Branch: Return with expression
0:14        'ps_output' ( temp structure{ temp 4-component vector of float color})
0:5  Function Definition: main( ( temp void)
0:5    Function Parameters: 
0:?     Sequence
0:5      Sequence
0:5        move second child to first child ( temp 4-component vector of float)
0:?           '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
0:5          color: direct index for structure ( temp 4-component vector of float)
0:5            Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:5            Constant:
0:5              0 (const int)
0:?   Linker Objects
0:?     '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)

SPIR-V is not generated for failed compile or link
