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1hlsl.sample.dx9.frag
2Shader version: 500
3gl_FragCoord origin is upper left
4using depth_any
50:? Sequence
60:15  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
70:15    Function Parameters:
80:?     Sequence
90:18      Sequence
100:18        move second child to first child ( temp 4-component vector of float)
110:18          'ColorOut' ( temp 4-component vector of float)
120:?           Constant:
130:?             0.000000
140:?             0.000000
150:?             0.000000
160:?             0.000000
170:20      add second child into first child ( temp 4-component vector of float)
180:20        'ColorOut' ( temp 4-component vector of float)
190:20        texture ( temp 4-component vector of float)
200:20          'g_sam' (layout( binding=0) uniform sampler2D)
210:?           Constant:
220:?             0.400000
230:?             0.300000
240:21      add second child into first child ( temp 4-component vector of float)
250:21        'ColorOut' ( temp 4-component vector of float)
260:21        texture ( temp 4-component vector of float)
270:21          'g_sam1D' (layout( binding=1) uniform sampler1D)
280:21          Constant:
290:21            0.500000
300:22      add second child into first child ( temp 4-component vector of float)
310:22        'ColorOut' ( temp 4-component vector of float)
320:22        texture ( temp 4-component vector of float)
330:22          'g_sam2D' (layout( binding=2) uniform sampler2D)
340:?           Constant:
350:?             0.500000
360:?             0.600000
370:23      add second child into first child ( temp 4-component vector of float)
380:23        'ColorOut' ( temp 4-component vector of float)
390:23        texture ( temp 4-component vector of float)
400:23          'g_sam3D' (layout( binding=3) uniform sampler3D)
410:?           Constant:
420:?             0.500000
430:?             0.600000
440:?             0.400000
450:24      add second child into first child ( temp 4-component vector of float)
460:24        'ColorOut' ( temp 4-component vector of float)
470:24        texture ( temp 4-component vector of float)
480:24          'g_samCube' (layout( binding=4) uniform samplerCube)
490:?           Constant:
500:?             0.500000
510:?             0.600000
520:?             0.400000
530:26      add second child into first child ( temp 4-component vector of float)
540:26        'ColorOut' ( temp 4-component vector of float)
550:26        textureLod ( temp 4-component vector of float)
560:26          'g_sam' (layout( binding=0) uniform sampler2D)
570:26          Construct vec2 ( temp 2-component vector of float)
580:?             Constant:
590:?               0.400000
600:?               0.300000
610:?               0.000000
620:?               0.000000
630:26          direct index ( temp float)
640:?             Constant:
650:?               0.400000
660:?               0.300000
670:?               0.000000
680:?               0.000000
690:26            Constant:
700:26              3 (const int)
710:27      add second child into first child ( temp 4-component vector of float)
720:27        'ColorOut' ( temp 4-component vector of float)
730:27        textureLod ( temp 4-component vector of float)
740:27          'g_sam1D' (layout( binding=1) uniform sampler1D)
750:27          Construct float ( temp float)
760:?             Constant:
770:?               0.500000
780:?               0.000000
790:?               0.000000
800:?               0.000000
810:27          direct index ( temp float)
820:?             Constant:
830:?               0.500000
840:?               0.000000
850:?               0.000000
860:?               0.000000
870:27            Constant:
880:27              3 (const int)
890:28      add second child into first child ( temp 4-component vector of float)
900:28        'ColorOut' ( temp 4-component vector of float)
910:28        textureLod ( temp 4-component vector of float)
920:28          'g_sam2D' (layout( binding=2) uniform sampler2D)
930:28          Construct vec2 ( temp 2-component vector of float)
940:?             Constant:
950:?               0.500000
960:?               0.600000
970:?               0.000000
980:?               0.000000
990:28          direct index ( temp float)
1000:?             Constant:
1010:?               0.500000
1020:?               0.600000
1030:?               0.000000
1040:?               0.000000
1050:28            Constant:
1060:28              3 (const int)
1070:29      add second child into first child ( temp 4-component vector of float)
1080:29        'ColorOut' ( temp 4-component vector of float)
1090:29        textureLod ( temp 4-component vector of float)
1100:29          'g_sam3D' (layout( binding=3) uniform sampler3D)
1110:29          Construct vec3 ( temp 3-component vector of float)
1120:?             Constant:
1130:?               0.500000
1140:?               0.600000
1150:?               0.400000
1160:?               0.000000
1170:29          direct index ( temp float)
1180:?             Constant:
1190:?               0.500000
1200:?               0.600000
1210:?               0.400000
1220:?               0.000000
1230:29            Constant:
1240:29              3 (const int)
1250:30      add second child into first child ( temp 4-component vector of float)
1260:30        'ColorOut' ( temp 4-component vector of float)
1270:30        textureLod ( temp 4-component vector of float)
1280:30          'g_samCube' (layout( binding=4) uniform samplerCube)
1290:30          Construct vec3 ( temp 3-component vector of float)
1300:?             Constant:
1310:?               0.500000
1320:?               0.600000
1330:?               0.400000
1340:?               0.000000
1350:30          direct index ( temp float)
1360:?             Constant:
1370:?               0.500000
1380:?               0.600000
1390:?               0.400000
1400:?               0.000000
1410:30            Constant:
1420:30              3 (const int)
1430:32      move second child to first child ( temp 4-component vector of float)
1440:32        Color: direct index for structure ( temp 4-component vector of float)
1450:32          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1460:32          Constant:
1470:32            0 (const int)
1480:32        divide ( temp 4-component vector of float)
1490:32          'ColorOut' ( temp 4-component vector of float)
1500:32          Constant:
1510:32            10.000000
1520:33      move second child to first child ( temp float)
1530:33        Depth: direct index for structure ( temp float)
1540:33          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1550:33          Constant:
1560:33            1 (const int)
1570:33        Constant:
1580:33          1.000000
1590:35      Branch: Return with expression
1600:35        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1610:15  Function Definition: main( ( temp void)
1620:15    Function Parameters:
1630:?     Sequence
1640:15      Sequence
1650:15        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1660:15          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1670:15          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1680:15        move second child to first child ( temp 4-component vector of float)
1690:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
1700:15          Color: direct index for structure ( temp 4-component vector of float)
1710:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1720:15            Constant:
1730:15              0 (const int)
1740:15        move second child to first child ( temp float)
1750:?           '@entryPointOutput.Depth' ( out float FragDepth)
1760:15          Depth: direct index for structure ( temp float)
1770:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1780:15            Constant:
1790:15              1 (const int)
1800:?   Linker Objects
1810:?     'g_sam' (layout( binding=0) uniform sampler2D)
1820:?     'g_sam1D' (layout( binding=1) uniform sampler1D)
1830:?     'g_sam2D' (layout( binding=2) uniform sampler2D)
1840:?     'g_sam3D' (layout( binding=3) uniform sampler3D)
1850:?     'g_samCube' (layout( binding=4) uniform samplerCube)
1860:?     '@entryPointOutput.Depth' ( out float FragDepth)
1870:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
188
189
190Linked fragment stage:
191
192
193Shader version: 500
194gl_FragCoord origin is upper left
195using depth_any
1960:? Sequence
1970:15  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
1980:15    Function Parameters:
1990:?     Sequence
2000:18      Sequence
2010:18        move second child to first child ( temp 4-component vector of float)
2020:18          'ColorOut' ( temp 4-component vector of float)
2030:?           Constant:
2040:?             0.000000
2050:?             0.000000
2060:?             0.000000
2070:?             0.000000
2080:20      add second child into first child ( temp 4-component vector of float)
2090:20        'ColorOut' ( temp 4-component vector of float)
2100:20        texture ( temp 4-component vector of float)
2110:20          'g_sam' (layout( binding=0) uniform sampler2D)
2120:?           Constant:
2130:?             0.400000
2140:?             0.300000
2150:21      add second child into first child ( temp 4-component vector of float)
2160:21        'ColorOut' ( temp 4-component vector of float)
2170:21        texture ( temp 4-component vector of float)
2180:21          'g_sam1D' (layout( binding=1) uniform sampler1D)
2190:21          Constant:
2200:21            0.500000
2210:22      add second child into first child ( temp 4-component vector of float)
2220:22        'ColorOut' ( temp 4-component vector of float)
2230:22        texture ( temp 4-component vector of float)
2240:22          'g_sam2D' (layout( binding=2) uniform sampler2D)
2250:?           Constant:
2260:?             0.500000
2270:?             0.600000
2280:23      add second child into first child ( temp 4-component vector of float)
2290:23        'ColorOut' ( temp 4-component vector of float)
2300:23        texture ( temp 4-component vector of float)
2310:23          'g_sam3D' (layout( binding=3) uniform sampler3D)
2320:?           Constant:
2330:?             0.500000
2340:?             0.600000
2350:?             0.400000
2360:24      add second child into first child ( temp 4-component vector of float)
2370:24        'ColorOut' ( temp 4-component vector of float)
2380:24        texture ( temp 4-component vector of float)
2390:24          'g_samCube' (layout( binding=4) uniform samplerCube)
2400:?           Constant:
2410:?             0.500000
2420:?             0.600000
2430:?             0.400000
2440:26      add second child into first child ( temp 4-component vector of float)
2450:26        'ColorOut' ( temp 4-component vector of float)
2460:26        textureLod ( temp 4-component vector of float)
2470:26          'g_sam' (layout( binding=0) uniform sampler2D)
2480:26          Construct vec2 ( temp 2-component vector of float)
2490:?             Constant:
2500:?               0.400000
2510:?               0.300000
2520:?               0.000000
2530:?               0.000000
2540:26          direct index ( temp float)
2550:?             Constant:
2560:?               0.400000
2570:?               0.300000
2580:?               0.000000
2590:?               0.000000
2600:26            Constant:
2610:26              3 (const int)
2620:27      add second child into first child ( temp 4-component vector of float)
2630:27        'ColorOut' ( temp 4-component vector of float)
2640:27        textureLod ( temp 4-component vector of float)
2650:27          'g_sam1D' (layout( binding=1) uniform sampler1D)
2660:27          Construct float ( temp float)
2670:?             Constant:
2680:?               0.500000
2690:?               0.000000
2700:?               0.000000
2710:?               0.000000
2720:27          direct index ( temp float)
2730:?             Constant:
2740:?               0.500000
2750:?               0.000000
2760:?               0.000000
2770:?               0.000000
2780:27            Constant:
2790:27              3 (const int)
2800:28      add second child into first child ( temp 4-component vector of float)
2810:28        'ColorOut' ( temp 4-component vector of float)
2820:28        textureLod ( temp 4-component vector of float)
2830:28          'g_sam2D' (layout( binding=2) uniform sampler2D)
2840:28          Construct vec2 ( temp 2-component vector of float)
2850:?             Constant:
2860:?               0.500000
2870:?               0.600000
2880:?               0.000000
2890:?               0.000000
2900:28          direct index ( temp float)
2910:?             Constant:
2920:?               0.500000
2930:?               0.600000
2940:?               0.000000
2950:?               0.000000
2960:28            Constant:
2970:28              3 (const int)
2980:29      add second child into first child ( temp 4-component vector of float)
2990:29        'ColorOut' ( temp 4-component vector of float)
3000:29        textureLod ( temp 4-component vector of float)
3010:29          'g_sam3D' (layout( binding=3) uniform sampler3D)
3020:29          Construct vec3 ( temp 3-component vector of float)
3030:?             Constant:
3040:?               0.500000
3050:?               0.600000
3060:?               0.400000
3070:?               0.000000
3080:29          direct index ( temp float)
3090:?             Constant:
3100:?               0.500000
3110:?               0.600000
3120:?               0.400000
3130:?               0.000000
3140:29            Constant:
3150:29              3 (const int)
3160:30      add second child into first child ( temp 4-component vector of float)
3170:30        'ColorOut' ( temp 4-component vector of float)
3180:30        textureLod ( temp 4-component vector of float)
3190:30          'g_samCube' (layout( binding=4) uniform samplerCube)
3200:30          Construct vec3 ( temp 3-component vector of float)
3210:?             Constant:
3220:?               0.500000
3230:?               0.600000
3240:?               0.400000
3250:?               0.000000
3260:30          direct index ( temp float)
3270:?             Constant:
3280:?               0.500000
3290:?               0.600000
3300:?               0.400000
3310:?               0.000000
3320:30            Constant:
3330:30              3 (const int)
3340:32      move second child to first child ( temp 4-component vector of float)
3350:32        Color: direct index for structure ( temp 4-component vector of float)
3360:32          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
3370:32          Constant:
3380:32            0 (const int)
3390:32        divide ( temp 4-component vector of float)
3400:32          'ColorOut' ( temp 4-component vector of float)
3410:32          Constant:
3420:32            10.000000
3430:33      move second child to first child ( temp float)
3440:33        Depth: direct index for structure ( temp float)
3450:33          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
3460:33          Constant:
3470:33            1 (const int)
3480:33        Constant:
3490:33          1.000000
3500:35      Branch: Return with expression
3510:35        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
3520:15  Function Definition: main( ( temp void)
3530:15    Function Parameters:
3540:?     Sequence
3550:15      Sequence
3560:15        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
3570:15          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
3580:15          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
3590:15        move second child to first child ( temp 4-component vector of float)
3600:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
3610:15          Color: direct index for structure ( temp 4-component vector of float)
3620:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
3630:15            Constant:
3640:15              0 (const int)
3650:15        move second child to first child ( temp float)
3660:?           '@entryPointOutput.Depth' ( out float FragDepth)
3670:15          Depth: direct index for structure ( temp float)
3680:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
3690:15            Constant:
3700:15              1 (const int)
3710:?   Linker Objects
3720:?     'g_sam' (layout( binding=0) uniform sampler2D)
3730:?     'g_sam1D' (layout( binding=1) uniform sampler1D)
3740:?     'g_sam2D' (layout( binding=2) uniform sampler2D)
3750:?     'g_sam3D' (layout( binding=3) uniform sampler3D)
3760:?     'g_samCube' (layout( binding=4) uniform samplerCube)
3770:?     '@entryPointOutput.Depth' ( out float FragDepth)
3780:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
379
380// Module Version 10000
381// Generated by (magic number): 80007
382// Id's are bound by 135
383
384                              Capability Shader
385                              Capability Sampled1D
386               2:             ExtInstImport  "GLSL.std.450"
387                              MemoryModel Logical GLSL450
388                              EntryPoint Fragment 5  "main" 128 132
389                              ExecutionMode 5 OriginUpperLeft
390                              ExecutionMode 5 DepthReplacing
391               1:             String  ""
392                              Source HLSL 500 1  "// OpModuleProcessed auto-map-locations
393// OpModuleProcessed auto-map-bindings
394// OpModuleProcessed entry-point main
395// OpModuleProcessed client vulkan100
396// OpModuleProcessed target-env vulkan1.0
397// OpModuleProcessed keep-uncalled
398// OpModuleProcessed hlsl-offsets
399#line 1
400"
401                              Name 5  "main"
402                              Name 9  "PS_OUTPUT"
403                              MemberName 9(PS_OUTPUT) 0  "Color"
404                              MemberName 9(PS_OUTPUT) 1  "Depth"
405                              Name 11  "@main("
406                              Name 14  "ColorOut"
407                              Name 20  "g_sam"
408                              Name 32  "g_sam1D"
409                              Name 38  "g_sam2D"
410                              Name 48  "g_sam3D"
411                              Name 58  "g_samCube"
412                              Name 110  "psout"
413                              Name 125  "flattenTemp"
414                              Name 128  "@entryPointOutput.Color"
415                              Name 132  "@entryPointOutput.Depth"
416                              Decorate 20(g_sam) DescriptorSet 0
417                              Decorate 20(g_sam) Binding 0
418                              Decorate 32(g_sam1D) DescriptorSet 0
419                              Decorate 32(g_sam1D) Binding 1
420                              Decorate 38(g_sam2D) DescriptorSet 0
421                              Decorate 38(g_sam2D) Binding 2
422                              Decorate 48(g_sam3D) DescriptorSet 0
423                              Decorate 48(g_sam3D) Binding 3
424                              Decorate 58(g_samCube) DescriptorSet 0
425                              Decorate 58(g_samCube) Binding 4
426                              Decorate 128(@entryPointOutput.Color) Location 0
427                              Decorate 132(@entryPointOutput.Depth) BuiltIn FragDepth
428               3:             TypeVoid
429               4:             TypeFunction 3
430               7:             TypeFloat 32
431               8:             TypeVector 7(float) 4
432    9(PS_OUTPUT):             TypeStruct 8(fvec4) 7(float)
433              10:             TypeFunction 9(PS_OUTPUT)
434              13:             TypePointer Function 8(fvec4)
435              15:    7(float) Constant 0
436              16:    8(fvec4) ConstantComposite 15 15 15 15
437              17:             TypeImage 7(float) 2D sampled format:Unknown
438              18:             TypeSampledImage 17
439              19:             TypePointer UniformConstant 18
440       20(g_sam):     19(ptr) Variable UniformConstant
441              22:             TypeVector 7(float) 2
442              23:    7(float) Constant 1053609165
443              24:    7(float) Constant 1050253722
444              25:   22(fvec2) ConstantComposite 23 24
445              29:             TypeImage 7(float) 1D sampled format:Unknown
446              30:             TypeSampledImage 29
447              31:             TypePointer UniformConstant 30
448     32(g_sam1D):     31(ptr) Variable UniformConstant
449              34:    7(float) Constant 1056964608
450     38(g_sam2D):     19(ptr) Variable UniformConstant
451              40:    7(float) Constant 1058642330
452              41:   22(fvec2) ConstantComposite 34 40
453              45:             TypeImage 7(float) 3D sampled format:Unknown
454              46:             TypeSampledImage 45
455              47:             TypePointer UniformConstant 46
456     48(g_sam3D):     47(ptr) Variable UniformConstant
457              50:             TypeVector 7(float) 3
458              51:   50(fvec3) ConstantComposite 34 40 23
459              55:             TypeImage 7(float) Cube sampled format:Unknown
460              56:             TypeSampledImage 55
461              57:             TypePointer UniformConstant 56
462   58(g_samCube):     57(ptr) Variable UniformConstant
463              64:    8(fvec4) ConstantComposite 23 24 15 15
464              68:             TypeInt 32 0
465              69:     68(int) Constant 3
466              75:    8(fvec4) ConstantComposite 34 15 15 15
467              82:    8(fvec4) ConstantComposite 34 40 15 15
468              91:    8(fvec4) ConstantComposite 34 40 23 15
469             109:             TypePointer Function 9(PS_OUTPUT)
470             111:             TypeInt 32 1
471             112:    111(int) Constant 0
472             114:    7(float) Constant 1092616192
473             118:    111(int) Constant 1
474             119:    7(float) Constant 1065353216
475             120:             TypePointer Function 7(float)
476             127:             TypePointer Output 8(fvec4)
477128(@entryPointOutput.Color):    127(ptr) Variable Output
478             131:             TypePointer Output 7(float)
479132(@entryPointOutput.Depth):    131(ptr) Variable Output
480         5(main):           3 Function None 4
481               6:             Label
482125(flattenTemp):    109(ptr) Variable Function
483                              Line 1 15 0
484             126:9(PS_OUTPUT) FunctionCall 11(@main()
485                              Store 125(flattenTemp) 126
486             129:     13(ptr) AccessChain 125(flattenTemp) 112
487             130:    8(fvec4) Load 129
488                              Store 128(@entryPointOutput.Color) 130
489             133:    120(ptr) AccessChain 125(flattenTemp) 118
490             134:    7(float) Load 133
491                              Store 132(@entryPointOutput.Depth) 134
492                              Return
493                              FunctionEnd
494      11(@main():9(PS_OUTPUT) Function None 10
495              12:             Label
496    14(ColorOut):     13(ptr) Variable Function
497      110(psout):    109(ptr) Variable Function
498                              Line 1 18 0
499                              Store 14(ColorOut) 16
500                              Line 1 20 0
501              21:          18 Load 20(g_sam)
502              26:    8(fvec4) ImageSampleImplicitLod 21 25
503              27:    8(fvec4) Load 14(ColorOut)
504              28:    8(fvec4) FAdd 27 26
505                              Store 14(ColorOut) 28
506                              Line 1 21 0
507              33:          30 Load 32(g_sam1D)
508              35:    8(fvec4) ImageSampleImplicitLod 33 34
509              36:    8(fvec4) Load 14(ColorOut)
510              37:    8(fvec4) FAdd 36 35
511                              Store 14(ColorOut) 37
512                              Line 1 22 0
513              39:          18 Load 38(g_sam2D)
514              42:    8(fvec4) ImageSampleImplicitLod 39 41
515              43:    8(fvec4) Load 14(ColorOut)
516              44:    8(fvec4) FAdd 43 42
517                              Store 14(ColorOut) 44
518                              Line 1 23 0
519              49:          46 Load 48(g_sam3D)
520              52:    8(fvec4) ImageSampleImplicitLod 49 51
521              53:    8(fvec4) Load 14(ColorOut)
522              54:    8(fvec4) FAdd 53 52
523                              Store 14(ColorOut) 54
524                              Line 1 24 0
525              59:          56 Load 58(g_samCube)
526              60:    8(fvec4) ImageSampleImplicitLod 59 51
527              61:    8(fvec4) Load 14(ColorOut)
528              62:    8(fvec4) FAdd 61 60
529                              Store 14(ColorOut) 62
530                              Line 1 26 0
531              63:          18 Load 20(g_sam)
532              65:    7(float) CompositeExtract 64 0
533              66:    7(float) CompositeExtract 64 1
534              67:   22(fvec2) CompositeConstruct 65 66
535              70:    7(float) CompositeExtract 64 3
536              71:    8(fvec4) ImageSampleExplicitLod 63 67 Lod 70
537              72:    8(fvec4) Load 14(ColorOut)
538              73:    8(fvec4) FAdd 72 71
539                              Store 14(ColorOut) 73
540                              Line 1 27 0
541              74:          30 Load 32(g_sam1D)
542              76:    7(float) CompositeExtract 75 0
543              77:    7(float) CompositeExtract 75 3
544              78:    8(fvec4) ImageSampleExplicitLod 74 76 Lod 77
545              79:    8(fvec4) Load 14(ColorOut)
546              80:    8(fvec4) FAdd 79 78
547                              Store 14(ColorOut) 80
548                              Line 1 28 0
549              81:          18 Load 38(g_sam2D)
550              83:    7(float) CompositeExtract 82 0
551              84:    7(float) CompositeExtract 82 1
552              85:   22(fvec2) CompositeConstruct 83 84
553              86:    7(float) CompositeExtract 82 3
554              87:    8(fvec4) ImageSampleExplicitLod 81 85 Lod 86
555              88:    8(fvec4) Load 14(ColorOut)
556              89:    8(fvec4) FAdd 88 87
557                              Store 14(ColorOut) 89
558                              Line 1 29 0
559              90:          46 Load 48(g_sam3D)
560              92:    7(float) CompositeExtract 91 0
561              93:    7(float) CompositeExtract 91 1
562              94:    7(float) CompositeExtract 91 2
563              95:   50(fvec3) CompositeConstruct 92 93 94
564              96:    7(float) CompositeExtract 91 3
565              97:    8(fvec4) ImageSampleExplicitLod 90 95 Lod 96
566              98:    8(fvec4) Load 14(ColorOut)
567              99:    8(fvec4) FAdd 98 97
568                              Store 14(ColorOut) 99
569                              Line 1 30 0
570             100:          56 Load 58(g_samCube)
571             101:    7(float) CompositeExtract 91 0
572             102:    7(float) CompositeExtract 91 1
573             103:    7(float) CompositeExtract 91 2
574             104:   50(fvec3) CompositeConstruct 101 102 103
575             105:    7(float) CompositeExtract 91 3
576             106:    8(fvec4) ImageSampleExplicitLod 100 104 Lod 105
577             107:    8(fvec4) Load 14(ColorOut)
578             108:    8(fvec4) FAdd 107 106
579                              Store 14(ColorOut) 108
580                              Line 1 32 0
581             113:    8(fvec4) Load 14(ColorOut)
582             115:    8(fvec4) CompositeConstruct 114 114 114 114
583             116:    8(fvec4) FDiv 113 115
584             117:     13(ptr) AccessChain 110(psout) 112
585                              Store 117 116
586                              Line 1 33 0
587             121:    120(ptr) AccessChain 110(psout) 118
588                              Store 121 119
589                              Line 1 35 0
590             122:9(PS_OUTPUT) Load 110(psout)
591                              ReturnValue 122
592                              FunctionEnd
593