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