hlsl.load.offset.dx10.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset ( temp 4-component vector of float) 0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:52 vector swizzle ( temp int) 0:52 c2: direct index for structure ( uniform 2-component vector of int) 0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index ( temp int) 0:52 c2: direct index for structure ( uniform 2-component vector of int) 0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: 0:52 1 (const int) 0:52 o1: direct index for structure ( uniform int) 0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 4 (const uint) 0:53 textureFetchOffset ( temp 4-component vector of int) 0:53 'g_tTex1di4' ( uniform itexture1D) 0:53 vector swizzle ( temp int) 0:53 c2: direct index for structure ( uniform 2-component vector of int) 0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index ( temp int) 0:53 c2: direct index for structure ( uniform 2-component vector of int) 0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) 0:53 o1: direct index for structure ( uniform int) 0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 4 (const uint) 0:54 textureFetchOffset ( temp 4-component vector of uint) 0:54 'g_tTex1du4' ( uniform utexture1D) 0:54 vector swizzle ( temp int) 0:54 c2: direct index for structure ( uniform 2-component vector of int) 0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index ( temp int) 0:54 c2: direct index for structure ( uniform 2-component vector of int) 0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Constant: 0:54 1 (const int) 0:54 o1: direct index for structure ( uniform int) 0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 4 (const uint) 0:57 textureFetchOffset ( temp 4-component vector of float) 0:57 'g_tTex2df4' ( uniform texture2D) 0:57 vector swizzle ( temp 2-component vector of int) 0:57 c3: direct index for structure ( uniform 3-component vector of int) 0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) 0:57 c3: direct index for structure ( uniform 3-component vector of int) 0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) 0:57 o2: direct index for structure ( uniform 2-component vector of int) 0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 5 (const uint) 0:58 textureFetchOffset ( temp 4-component vector of int) 0:58 'g_tTex2di4' ( uniform itexture2D) 0:58 vector swizzle ( temp 2-component vector of int) 0:58 c3: direct index for structure ( uniform 3-component vector of int) 0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) 0:58 c3: direct index for structure ( uniform 3-component vector of int) 0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) 0:58 o2: direct index for structure ( uniform 2-component vector of int) 0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 5 (const uint) 0:59 textureFetchOffset ( temp 4-component vector of uint) 0:59 'g_tTex2du4' ( uniform utexture2D) 0:59 vector swizzle ( temp 2-component vector of int) 0:59 c3: direct index for structure ( uniform 3-component vector of int) 0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 direct index ( temp int) 0:59 c3: direct index for structure ( uniform 3-component vector of int) 0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: 0:59 2 (const int) 0:59 o2: direct index for structure ( uniform 2-component vector of int) 0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 5 (const uint) 0:62 textureFetchOffset ( temp 4-component vector of float) 0:62 'g_tTex3df4' ( uniform texture3D) 0:62 vector swizzle ( temp 3-component vector of int) 0:62 c4: direct index for structure ( uniform 4-component vector of int) 0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) 0:62 Constant: 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) 0:62 c4: direct index for structure ( uniform 4-component vector of int) 0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) 0:62 o3: direct index for structure ( uniform 3-component vector of int) 0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 6 (const uint) 0:63 textureFetchOffset ( temp 4-component vector of int) 0:63 'g_tTex3di4' ( uniform itexture3D) 0:63 vector swizzle ( temp 3-component vector of int) 0:63 c4: direct index for structure ( uniform 4-component vector of int) 0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) 0:63 c4: direct index for structure ( uniform 4-component vector of int) 0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:63 o3: direct index for structure ( uniform 3-component vector of int) 0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 6 (const uint) 0:64 textureFetchOffset ( temp 4-component vector of uint) 0:64 'g_tTex3du4' ( uniform utexture3D) 0:64 vector swizzle ( temp 3-component vector of int) 0:64 c4: direct index for structure ( uniform 4-component vector of int) 0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) 0:64 direct index ( temp int) 0:64 c4: direct index for structure ( uniform 4-component vector of int) 0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:64 o3: direct index for structure ( uniform 3-component vector of int) 0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 6 (const uint) 0:72 move second child to first child ( temp 4-component vector of float) 0:72 Color: direct index for structure ( temp 4-component vector of float) 0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: 0:72 1.000000 0:72 1.000000 0:72 1.000000 0:72 1.000000 0:73 move second child to first child ( temp float) 0:73 Depth: direct index for structure ( temp float) 0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Branch: Return with expression 0:75 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence 0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:48 Color: direct index for structure ( temp 4-component vector of float) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:48 Depth: direct index for structure ( temp float) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:? 'g_tTex1di4' ( uniform itexture1D) 0:? 'g_tTex1du4' ( uniform utexture1D) 0:? 'g_tTex2df4' ( uniform texture2D) 0:? 'g_tTex2di4' ( uniform itexture2D) 0:? 'g_tTex2du4' ( uniform utexture2D) 0:? 'g_tTex3df4' ( uniform texture3D) 0:? 'g_tTex3di4' ( uniform itexture3D) 0:? 'g_tTex3du4' ( uniform utexture3D) 0:? 'g_tTexcdf4' ( uniform textureCube) 0:? 'g_tTexcdi4' ( uniform itextureCube) 0:? 'g_tTexcdu4' ( uniform utextureCube) 0:? 'g_tTex1df4a' ( uniform texture1DArray) 0:? 'g_tTex1di4a' ( uniform itexture1DArray) 0:? 'g_tTex1du4a' ( uniform utexture1DArray) 0:? 'g_tTex2df4a' ( uniform texture2DArray) 0:? 'g_tTex2di4a' ( uniform itexture2DArray) 0:? 'g_tTex2du4a' ( uniform utexture2DArray) 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetchOffset ( temp 4-component vector of float) 0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:52 vector swizzle ( temp int) 0:52 c2: direct index for structure ( uniform 2-component vector of int) 0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index ( temp int) 0:52 c2: direct index for structure ( uniform 2-component vector of int) 0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: 0:52 1 (const int) 0:52 o1: direct index for structure ( uniform int) 0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 4 (const uint) 0:53 textureFetchOffset ( temp 4-component vector of int) 0:53 'g_tTex1di4' ( uniform itexture1D) 0:53 vector swizzle ( temp int) 0:53 c2: direct index for structure ( uniform 2-component vector of int) 0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index ( temp int) 0:53 c2: direct index for structure ( uniform 2-component vector of int) 0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) 0:53 o1: direct index for structure ( uniform int) 0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 4 (const uint) 0:54 textureFetchOffset ( temp 4-component vector of uint) 0:54 'g_tTex1du4' ( uniform utexture1D) 0:54 vector swizzle ( temp int) 0:54 c2: direct index for structure ( uniform 2-component vector of int) 0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index ( temp int) 0:54 c2: direct index for structure ( uniform 2-component vector of int) 0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Constant: 0:54 1 (const int) 0:54 o1: direct index for structure ( uniform int) 0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 4 (const uint) 0:57 textureFetchOffset ( temp 4-component vector of float) 0:57 'g_tTex2df4' ( uniform texture2D) 0:57 vector swizzle ( temp 2-component vector of int) 0:57 c3: direct index for structure ( uniform 3-component vector of int) 0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) 0:57 c3: direct index for structure ( uniform 3-component vector of int) 0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) 0:57 o2: direct index for structure ( uniform 2-component vector of int) 0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 5 (const uint) 0:58 textureFetchOffset ( temp 4-component vector of int) 0:58 'g_tTex2di4' ( uniform itexture2D) 0:58 vector swizzle ( temp 2-component vector of int) 0:58 c3: direct index for structure ( uniform 3-component vector of int) 0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) 0:58 c3: direct index for structure ( uniform 3-component vector of int) 0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) 0:58 o2: direct index for structure ( uniform 2-component vector of int) 0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 5 (const uint) 0:59 textureFetchOffset ( temp 4-component vector of uint) 0:59 'g_tTex2du4' ( uniform utexture2D) 0:59 vector swizzle ( temp 2-component vector of int) 0:59 c3: direct index for structure ( uniform 3-component vector of int) 0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 direct index ( temp int) 0:59 c3: direct index for structure ( uniform 3-component vector of int) 0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: 0:59 2 (const int) 0:59 o2: direct index for structure ( uniform 2-component vector of int) 0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 5 (const uint) 0:62 textureFetchOffset ( temp 4-component vector of float) 0:62 'g_tTex3df4' ( uniform texture3D) 0:62 vector swizzle ( temp 3-component vector of int) 0:62 c4: direct index for structure ( uniform 4-component vector of int) 0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) 0:62 Constant: 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) 0:62 c4: direct index for structure ( uniform 4-component vector of int) 0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) 0:62 o3: direct index for structure ( uniform 3-component vector of int) 0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 6 (const uint) 0:63 textureFetchOffset ( temp 4-component vector of int) 0:63 'g_tTex3di4' ( uniform itexture3D) 0:63 vector swizzle ( temp 3-component vector of int) 0:63 c4: direct index for structure ( uniform 4-component vector of int) 0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) 0:63 c4: direct index for structure ( uniform 4-component vector of int) 0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:63 o3: direct index for structure ( uniform 3-component vector of int) 0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 6 (const uint) 0:64 textureFetchOffset ( temp 4-component vector of uint) 0:64 'g_tTex3du4' ( uniform utexture3D) 0:64 vector swizzle ( temp 3-component vector of int) 0:64 c4: direct index for structure ( uniform 4-component vector of int) 0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) 0:64 direct index ( temp int) 0:64 c4: direct index for structure ( uniform 4-component vector of int) 0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:64 o3: direct index for structure ( uniform 3-component vector of int) 0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 6 (const uint) 0:72 move second child to first child ( temp 4-component vector of float) 0:72 Color: direct index for structure ( temp 4-component vector of float) 0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: 0:72 1.000000 0:72 1.000000 0:72 1.000000 0:72 1.000000 0:73 move second child to first child ( temp float) 0:73 Depth: direct index for structure ( temp float) 0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Branch: Return with expression 0:75 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence 0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:48 Color: direct index for structure ( temp 4-component vector of float) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:48 Depth: direct index for structure ( temp float) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:? 'g_tTex1di4' ( uniform itexture1D) 0:? 'g_tTex1du4' ( uniform utexture1D) 0:? 'g_tTex2df4' ( uniform texture2D) 0:? 'g_tTex2di4' ( uniform itexture2D) 0:? 'g_tTex2du4' ( uniform utexture2D) 0:? 'g_tTex3df4' ( uniform texture3D) 0:? 'g_tTex3di4' ( uniform itexture3D) 0:? 'g_tTex3du4' ( uniform utexture3D) 0:? 'g_tTexcdf4' ( uniform textureCube) 0:? 'g_tTexcdi4' ( uniform itextureCube) 0:? 'g_tTexcdu4' ( uniform utextureCube) 0:? 'g_tTex1df4a' ( uniform texture1DArray) 0:? 'g_tTex1di4a' ( uniform itexture1DArray) 0:? 'g_tTex1du4a' ( uniform utexture1DArray) 0:? 'g_tTex2df4a' ( uniform texture2DArray) 0:? 'g_tTex2di4a' ( uniform itexture2DArray) 0:? 'g_tTex2du4a' ( uniform utexture2DArray) 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80007 // Id's are bound by 201 Capability Shader Capability ImageGatherExtended Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 155 159 ExecutionMode 4 OriginUpperLeft ExecutionMode 4 DepthReplacing Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" MemberName 8(PS_OUTPUT) 1 "Depth" Name 10 "@main(" Name 14 "g_tTex1df4" Name 20 "$Global" MemberName 20($Global) 0 "c1" MemberName 20($Global) 1 "c2" MemberName 20($Global) 2 "c3" MemberName 20($Global) 3 "c4" MemberName 20($Global) 4 "o1" MemberName 20($Global) 5 "o2" MemberName 20($Global) 6 "o3" MemberName 20($Global) 7 "o4" Name 22 "" Name 38 "g_tTex1di4" Name 49 "g_tTex1du4" Name 61 "g_tTex2df4" Name 78 "g_tTex2di4" Name 90 "g_tTex2du4" Name 102 "g_tTex3df4" Name 118 "g_tTex3di4" Name 130 "g_tTex3du4" Name 141 "psout" Name 152 "flattenTemp" Name 155 "@entryPointOutput.Color" Name 159 "@entryPointOutput.Depth" Name 164 "g_sSamp" Name 167 "g_tTexcdf4" Name 170 "g_tTexcdi4" Name 173 "g_tTexcdu4" Name 176 "g_tTex1df4a" Name 179 "g_tTex1di4a" Name 182 "g_tTex1du4a" Name 185 "g_tTex2df4a" Name 188 "g_tTex2di4a" Name 191 "g_tTex2du4a" Name 194 "g_tTexcdf4a" Name 197 "g_tTexcdi4a" Name 200 "g_tTexcdu4a" Decorate 14(g_tTex1df4) DescriptorSet 0 Decorate 14(g_tTex1df4) Binding 0 MemberDecorate 20($Global) 0 Offset 0 MemberDecorate 20($Global) 1 Offset 8 MemberDecorate 20($Global) 2 Offset 16 MemberDecorate 20($Global) 3 Offset 32 MemberDecorate 20($Global) 4 Offset 48 MemberDecorate 20($Global) 5 Offset 56 MemberDecorate 20($Global) 6 Offset 64 MemberDecorate 20($Global) 7 Offset 80 Decorate 20($Global) Block Decorate 22 DescriptorSet 0 Decorate 22 Binding 0 Decorate 38(g_tTex1di4) DescriptorSet 0 Decorate 38(g_tTex1di4) Binding 0 Decorate 49(g_tTex1du4) DescriptorSet 0 Decorate 49(g_tTex1du4) Binding 0 Decorate 61(g_tTex2df4) DescriptorSet 0 Decorate 61(g_tTex2df4) Binding 0 Decorate 78(g_tTex2di4) DescriptorSet 0 Decorate 78(g_tTex2di4) Binding 0 Decorate 90(g_tTex2du4) DescriptorSet 0 Decorate 90(g_tTex2du4) Binding 0 Decorate 102(g_tTex3df4) DescriptorSet 0 Decorate 102(g_tTex3df4) Binding 0 Decorate 118(g_tTex3di4) DescriptorSet 0 Decorate 118(g_tTex3di4) Binding 0 Decorate 130(g_tTex3du4) DescriptorSet 0 Decorate 130(g_tTex3du4) Binding 0 Decorate 155(@entryPointOutput.Color) Location 0 Decorate 159(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 164(g_sSamp) DescriptorSet 0 Decorate 164(g_sSamp) Binding 0 Decorate 167(g_tTexcdf4) DescriptorSet 0 Decorate 167(g_tTexcdf4) Binding 0 Decorate 170(g_tTexcdi4) DescriptorSet 0 Decorate 170(g_tTexcdi4) Binding 0 Decorate 173(g_tTexcdu4) DescriptorSet 0 Decorate 173(g_tTexcdu4) Binding 0 Decorate 176(g_tTex1df4a) DescriptorSet 0 Decorate 176(g_tTex1df4a) Binding 0 Decorate 179(g_tTex1di4a) DescriptorSet 0 Decorate 179(g_tTex1di4a) Binding 0 Decorate 182(g_tTex1du4a) DescriptorSet 0 Decorate 182(g_tTex1du4a) Binding 0 Decorate 185(g_tTex2df4a) DescriptorSet 0 Decorate 185(g_tTex2df4a) Binding 0 Decorate 188(g_tTex2di4a) DescriptorSet 0 Decorate 188(g_tTex2di4a) Binding 0 Decorate 191(g_tTex2du4a) DescriptorSet 0 Decorate 191(g_tTex2du4a) Binding 0 Decorate 194(g_tTexcdf4a) DescriptorSet 0 Decorate 194(g_tTexcdf4a) Binding 0 Decorate 197(g_tTexcdi4a) DescriptorSet 0 Decorate 197(g_tTexcdi4a) Binding 0 Decorate 200(g_tTexcdu4a) DescriptorSet 0 Decorate 200(g_tTexcdu4a) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) 9: TypeFunction 8(PS_OUTPUT) 12: TypeImage 6(float) 1D sampled format:Unknown 13: TypePointer UniformConstant 12 14(g_tTex1df4): 13(ptr) Variable UniformConstant 16: TypeInt 32 1 17: TypeVector 16(int) 2 18: TypeVector 16(int) 3 19: TypeVector 16(int) 4 20($Global): TypeStruct 16(int) 17(ivec2) 18(ivec3) 19(ivec4) 16(int) 17(ivec2) 18(ivec3) 19(ivec4) 21: TypePointer Uniform 20($Global) 22: 21(ptr) Variable Uniform 23: 16(int) Constant 1 24: TypeInt 32 0 25: 24(int) Constant 0 26: TypePointer Uniform 16(int) 29: 24(int) Constant 1 32: 16(int) Constant 4 36: TypeImage 16(int) 1D sampled format:Unknown 37: TypePointer UniformConstant 36 38(g_tTex1di4): 37(ptr) Variable UniformConstant 47: TypeImage 24(int) 1D sampled format:Unknown 48: TypePointer UniformConstant 47 49(g_tTex1du4): 48(ptr) Variable UniformConstant 57: TypeVector 24(int) 4 59: TypeImage 6(float) 2D sampled format:Unknown 60: TypePointer UniformConstant 59 61(g_tTex2df4): 60(ptr) Variable UniformConstant 63: 16(int) Constant 2 64: TypePointer Uniform 18(ivec3) 68: 24(int) Constant 2 71: 16(int) Constant 5 72: TypePointer Uniform 17(ivec2) 76: TypeImage 16(int) 2D sampled format:Unknown 77: TypePointer UniformConstant 76 78(g_tTex2di4): 77(ptr) Variable UniformConstant 88: TypeImage 24(int) 2D sampled format:Unknown 89: TypePointer UniformConstant 88 90(g_tTex2du4): 89(ptr) Variable UniformConstant 100: TypeImage 6(float) 3D sampled format:Unknown 101: TypePointer UniformConstant 100 102(g_tTex3df4): 101(ptr) Variable UniformConstant 104: 16(int) Constant 3 105: TypePointer Uniform 19(ivec4) 109: 24(int) Constant 3 112: 16(int) Constant 6 116: TypeImage 16(int) 3D sampled format:Unknown 117: TypePointer UniformConstant 116 118(g_tTex3di4): 117(ptr) Variable UniformConstant 128: TypeImage 24(int) 3D sampled format:Unknown 129: TypePointer UniformConstant 128 130(g_tTex3du4): 129(ptr) Variable UniformConstant 140: TypePointer Function 8(PS_OUTPUT) 142: 16(int) Constant 0 143: 6(float) Constant 1065353216 144: 7(fvec4) ConstantComposite 143 143 143 143 145: TypePointer Function 7(fvec4) 147: TypePointer Function 6(float) 154: TypePointer Output 7(fvec4) 155(@entryPointOutput.Color): 154(ptr) Variable Output 158: TypePointer Output 6(float) 159(@entryPointOutput.Depth): 158(ptr) Variable Output 162: TypeSampler 163: TypePointer UniformConstant 162 164(g_sSamp): 163(ptr) Variable UniformConstant 165: TypeImage 6(float) Cube sampled format:Unknown 166: TypePointer UniformConstant 165 167(g_tTexcdf4): 166(ptr) Variable UniformConstant 168: TypeImage 16(int) Cube sampled format:Unknown 169: TypePointer UniformConstant 168 170(g_tTexcdi4): 169(ptr) Variable UniformConstant 171: TypeImage 24(int) Cube sampled format:Unknown 172: TypePointer UniformConstant 171 173(g_tTexcdu4): 172(ptr) Variable UniformConstant 174: TypeImage 6(float) 1D array sampled format:Unknown 175: TypePointer UniformConstant 174 176(g_tTex1df4a): 175(ptr) Variable UniformConstant 177: TypeImage 16(int) 1D array sampled format:Unknown 178: TypePointer UniformConstant 177 179(g_tTex1di4a): 178(ptr) Variable UniformConstant 180: TypeImage 24(int) 1D array sampled format:Unknown 181: TypePointer UniformConstant 180 182(g_tTex1du4a): 181(ptr) Variable UniformConstant 183: TypeImage 6(float) 2D array sampled format:Unknown 184: TypePointer UniformConstant 183 185(g_tTex2df4a): 184(ptr) Variable UniformConstant 186: TypeImage 16(int) 2D array sampled format:Unknown 187: TypePointer UniformConstant 186 188(g_tTex2di4a): 187(ptr) Variable UniformConstant 189: TypeImage 24(int) 2D array sampled format:Unknown 190: TypePointer UniformConstant 189 191(g_tTex2du4a): 190(ptr) Variable UniformConstant 192: TypeImage 6(float) Cube array sampled format:Unknown 193: TypePointer UniformConstant 192 194(g_tTexcdf4a): 193(ptr) Variable UniformConstant 195: TypeImage 16(int) Cube array sampled format:Unknown 196: TypePointer UniformConstant 195 197(g_tTexcdi4a): 196(ptr) Variable UniformConstant 198: TypeImage 24(int) Cube array sampled format:Unknown 199: TypePointer UniformConstant 198 200(g_tTexcdu4a): 199(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 152(flattenTemp): 140(ptr) Variable Function 153:8(PS_OUTPUT) FunctionCall 10(@main() Store 152(flattenTemp) 153 156: 145(ptr) AccessChain 152(flattenTemp) 142 157: 7(fvec4) Load 156 Store 155(@entryPointOutput.Color) 157 160: 147(ptr) AccessChain 152(flattenTemp) 23 161: 6(float) Load 160 Store 159(@entryPointOutput.Depth) 161 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 141(psout): 140(ptr) Variable Function 15: 12 Load 14(g_tTex1df4) 27: 26(ptr) AccessChain 22 23 25 28: 16(int) Load 27 30: 26(ptr) AccessChain 22 23 29 31: 16(int) Load 30 33: 26(ptr) AccessChain 22 32 34: 16(int) Load 33 35: 7(fvec4) ImageFetch 15 28 Lod Offset 31 34 39: 36 Load 38(g_tTex1di4) 40: 26(ptr) AccessChain 22 23 25 41: 16(int) Load 40 42: 26(ptr) AccessChain 22 23 29 43: 16(int) Load 42 44: 26(ptr) AccessChain 22 32 45: 16(int) Load 44 46: 19(ivec4) ImageFetch 39 41 Lod Offset 43 45 50: 47 Load 49(g_tTex1du4) 51: 26(ptr) AccessChain 22 23 25 52: 16(int) Load 51 53: 26(ptr) AccessChain 22 23 29 54: 16(int) Load 53 55: 26(ptr) AccessChain 22 32 56: 16(int) Load 55 58: 57(ivec4) ImageFetch 50 52 Lod Offset 54 56 62: 59 Load 61(g_tTex2df4) 65: 64(ptr) AccessChain 22 63 66: 18(ivec3) Load 65 67: 17(ivec2) VectorShuffle 66 66 0 1 69: 26(ptr) AccessChain 22 63 68 70: 16(int) Load 69 73: 72(ptr) AccessChain 22 71 74: 17(ivec2) Load 73 75: 7(fvec4) ImageFetch 62 67 Lod Offset 70 74 79: 76 Load 78(g_tTex2di4) 80: 64(ptr) AccessChain 22 63 81: 18(ivec3) Load 80 82: 17(ivec2) VectorShuffle 81 81 0 1 83: 26(ptr) AccessChain 22 63 68 84: 16(int) Load 83 85: 72(ptr) AccessChain 22 71 86: 17(ivec2) Load 85 87: 19(ivec4) ImageFetch 79 82 Lod Offset 84 86 91: 88 Load 90(g_tTex2du4) 92: 64(ptr) AccessChain 22 63 93: 18(ivec3) Load 92 94: 17(ivec2) VectorShuffle 93 93 0 1 95: 26(ptr) AccessChain 22 63 68 96: 16(int) Load 95 97: 72(ptr) AccessChain 22 71 98: 17(ivec2) Load 97 99: 57(ivec4) ImageFetch 91 94 Lod Offset 96 98 103: 100 Load 102(g_tTex3df4) 106: 105(ptr) AccessChain 22 104 107: 19(ivec4) Load 106 108: 18(ivec3) VectorShuffle 107 107 0 1 2 110: 26(ptr) AccessChain 22 104 109 111: 16(int) Load 110 113: 64(ptr) AccessChain 22 112 114: 18(ivec3) Load 113 115: 7(fvec4) ImageFetch 103 108 Lod Offset 111 114 119: 116 Load 118(g_tTex3di4) 120: 105(ptr) AccessChain 22 104 121: 19(ivec4) Load 120 122: 18(ivec3) VectorShuffle 121 121 0 1 2 123: 26(ptr) AccessChain 22 104 109 124: 16(int) Load 123 125: 64(ptr) AccessChain 22 112 126: 18(ivec3) Load 125 127: 19(ivec4) ImageFetch 119 122 Lod Offset 124 126 131: 128 Load 130(g_tTex3du4) 132: 105(ptr) AccessChain 22 104 133: 19(ivec4) Load 132 134: 18(ivec3) VectorShuffle 133 133 0 1 2 135: 26(ptr) AccessChain 22 104 109 136: 16(int) Load 135 137: 64(ptr) AccessChain 22 112 138: 18(ivec3) Load 137 139: 57(ivec4) ImageFetch 131 134 Lod Offset 136 138 146: 145(ptr) AccessChain 141(psout) 142 Store 146 144 148: 147(ptr) AccessChain 141(psout) 23 Store 148 143 149:8(PS_OUTPUT) Load 141(psout) ReturnValue 149 FunctionEnd