1hlsl.partialInit.frag 2WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing 3WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing 4 5Shader version: 500 6gl_FragCoord origin is upper left 70:? Sequence 80:8 Sequence 90:8 move second child to first child ( temp 4-component vector of float) 100:8 'gv' ( global 4-component vector of float) 110:8 Constant: 120:8 0.000000 130:8 0.000000 140:8 1.000000 150:8 0.000000 160:9 Sequence 170:9 move second child to first child ( temp 3-element array of float) 180:9 'gfa' ( global 3-element array of float) 190:9 Constant: 200:9 0.000000 210:9 0.000000 220:9 0.000000 230:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 240:18 Function Parameters: 250:18 'input' ( in 4-component vector of float) 260:? Sequence 270:19 Sequence 280:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 290:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 300:19 Constant: 310:19 3 (const int) 320:19 0.000000 330:19 false (const bool) 340:19 0.000000 350:19 0.000000 360:19 0.000000 370:19 0.000000 380:21 move second child to first child ( temp 4-component vector of float) 390:21 v: direct index for structure ( temp 4-component vector of float) 400:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 410:21 Constant: 420:21 3 (const int) 430:21 vector-scale ( temp 4-component vector of float) 440:21 'gv' ( global 4-component vector of float) 450:21 direct index ( temp float) 460:21 'gfa' ( global 3-element array of float) 470:21 Constant: 480:21 2 (const int) 490:22 Sequence 500:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 510:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 520:22 Constant: 530:22 0 (const int) 540:22 0.000000 550:22 false (const bool) 560:22 0.000000 570:22 0.000000 580:22 0.000000 590:22 0.000000 600:23 Sequence 610:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 620:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 630:23 Constant: 640:23 0 (const int) 650:23 0.000000 660:23 false (const bool) 670:23 0.000000 680:23 0.000000 690:23 0.000000 700:23 0.000000 710:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 720:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 730:24 Constant: 740:24 0 (const int) 750:24 0.000000 760:24 false (const bool) 770:24 0.000000 780:24 0.000000 790:24 0.000000 800:24 0.000000 810:25 move second child to first child ( temp bool) 820:25 c: direct index for structure ( temp bool) 830:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 840:25 Constant: 850:25 2 (const int) 860:25 c: direct index for structure ( temp bool) 870:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 880:25 Constant: 890:25 2 (const int) 900:26 Sequence 910:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 920:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 930:26 Constant: 940:26 0.000000 950:26 0.000000 960:26 0.000000 970:26 0.000000 980:26 0.000000 990:26 0.000000 1000:26 0.000000 1010:26 0.000000 1020:26 0.000000 1030:26 0.000000 1040:26 0.000000 1050:26 0.000000 1060:26 0 (const int) 1070:26 0.000000 1080:26 false (const bool) 1090:26 0.000000 1100:26 0.000000 1110:26 0.000000 1120:26 0.000000 1130:26 false (const bool) 1140:28 Sequence 1150:28 move second child to first child ( temp 4-element array of 2-component vector of float) 1160:28 'gf2a' ( temp 4-element array of 2-component vector of float) 1170:28 Constant: 1180:28 0.000000 1190:28 0.000000 1200:28 0.000000 1210:28 0.000000 1220:28 0.000000 1230:28 0.000000 1240:28 0.000000 1250:28 0.000000 1260:29 Sequence 1270:29 move second child to first child ( temp int) 1280:29 'cgi' ( temp int) 1290:29 Constant: 1300:29 0 (const int) 1310:30 move second child to first child ( temp float) 1320:30 b: direct index for structure ( temp float) 1330:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 1340:30 Constant: 1350:30 1 (const int) 1360:30 component-wise multiply ( temp float) 1370:30 direct index ( temp float) 1380:30 direct index ( temp 2-component vector of float) 1390:30 'gf2a' ( temp 4-element array of 2-component vector of float) 1400:30 Constant: 1410:30 2 (const int) 1420:30 Constant: 1430:30 1 (const int) 1440:30 Convert int to float ( temp float) 1450:30 'cgi' ( temp int) 1460:32 Branch: Return with expression 1470:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 1480:18 Function Definition: PixelShaderFunction( ( temp void) 1490:18 Function Parameters: 1500:? Sequence 1510:18 move second child to first child ( temp 4-component vector of float) 1520:? 'input' ( temp 4-component vector of float) 1530:? 'input' (layout( location=0) in 4-component vector of float) 1540:18 Sequence 1550:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 1560:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 1570:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 1580:? 'input' ( temp 4-component vector of float) 1590:18 move second child to first child ( temp int) 1600:? '@entryPointOutput.a' (layout( location=0) out int) 1610:18 a: direct index for structure ( temp int) 1620:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 1630:18 Constant: 1640:18 0 (const int) 1650:18 move second child to first child ( temp float) 1660:? '@entryPointOutput.b' (layout( location=1) out float) 1670:18 b: direct index for structure ( temp float) 1680:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 1690:18 Constant: 1700:18 1 (const int) 1710:18 move second child to first child ( temp bool) 1720:? '@entryPointOutput.c' (layout( location=2) out bool) 1730:18 c: direct index for structure ( temp bool) 1740:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 1750:18 Constant: 1760:18 2 (const int) 1770:18 move second child to first child ( temp 4-component vector of float) 1780:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 1790:18 v: direct index for structure ( temp 4-component vector of float) 1800:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 1810:18 Constant: 1820:18 3 (const int) 1830:? Linker Objects 1840:? 'gv' ( global 4-component vector of float) 1850:? 'gfa' ( global 3-element array of float) 1860:? '@entryPointOutput.a' (layout( location=0) out int) 1870:? '@entryPointOutput.b' (layout( location=1) out float) 1880:? '@entryPointOutput.c' (layout( location=2) out bool) 1890:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 1900:? 'input' (layout( location=0) in 4-component vector of float) 1910:? 'cgf2a' ( const 3-element array of 2-component vector of float) 1920:? 0.000000 1930:? 0.000000 1940:? 0.000000 1950:? 0.000000 1960:? 0.000000 1970:? 0.000000 1980:? 'ci' ( const int) 1990:? 0 (const int) 200 201 202Linked fragment stage: 203 204 205Shader version: 500 206gl_FragCoord origin is upper left 2070:? Sequence 2080:8 Sequence 2090:8 move second child to first child ( temp 4-component vector of float) 2100:8 'gv' ( global 4-component vector of float) 2110:8 Constant: 2120:8 0.000000 2130:8 0.000000 2140:8 1.000000 2150:8 0.000000 2160:9 Sequence 2170:9 move second child to first child ( temp 3-element array of float) 2180:9 'gfa' ( global 3-element array of float) 2190:9 Constant: 2200:9 0.000000 2210:9 0.000000 2220:9 0.000000 2230:18 Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2240:18 Function Parameters: 2250:18 'input' ( in 4-component vector of float) 2260:? Sequence 2270:19 Sequence 2280:19 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2290:19 'o2' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2300:19 Constant: 2310:19 3 (const int) 2320:19 0.000000 2330:19 false (const bool) 2340:19 0.000000 2350:19 0.000000 2360:19 0.000000 2370:19 0.000000 2380:21 move second child to first child ( temp 4-component vector of float) 2390:21 v: direct index for structure ( temp 4-component vector of float) 2400:21 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2410:21 Constant: 2420:21 3 (const int) 2430:21 vector-scale ( temp 4-component vector of float) 2440:21 'gv' ( global 4-component vector of float) 2450:21 direct index ( temp float) 2460:21 'gfa' ( global 3-element array of float) 2470:21 Constant: 2480:21 2 (const int) 2490:22 Sequence 2500:22 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2510:22 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2520:22 Constant: 2530:22 0 (const int) 2540:22 0.000000 2550:22 false (const bool) 2560:22 0.000000 2570:22 0.000000 2580:22 0.000000 2590:22 0.000000 2600:23 Sequence 2610:23 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2620:23 'o3' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2630:23 Constant: 2640:23 0 (const int) 2650:23 0.000000 2660:23 false (const bool) 2670:23 0.000000 2680:23 0.000000 2690:23 0.000000 2700:23 0.000000 2710:24 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2720:24 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2730:24 Constant: 2740:24 0 (const int) 2750:24 0.000000 2760:24 false (const bool) 2770:24 0.000000 2780:24 0.000000 2790:24 0.000000 2800:24 0.000000 2810:25 move second child to first child ( temp bool) 2820:25 c: direct index for structure ( temp bool) 2830:25 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2840:25 Constant: 2850:25 2 (const int) 2860:25 c: direct index for structure ( temp bool) 2870:25 'o1' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 2880:25 Constant: 2890:25 2 (const int) 2900:26 Sequence 2910:26 move second child to first child ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 2920:26 'nest' ( temp structure{ temp 4X3 matrix of float m, temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v} os, temp bool b}) 2930:26 Constant: 2940:26 0.000000 2950:26 0.000000 2960:26 0.000000 2970:26 0.000000 2980:26 0.000000 2990:26 0.000000 3000:26 0.000000 3010:26 0.000000 3020:26 0.000000 3030:26 0.000000 3040:26 0.000000 3050:26 0.000000 3060:26 0 (const int) 3070:26 0.000000 3080:26 false (const bool) 3090:26 0.000000 3100:26 0.000000 3110:26 0.000000 3120:26 0.000000 3130:26 false (const bool) 3140:28 Sequence 3150:28 move second child to first child ( temp 4-element array of 2-component vector of float) 3160:28 'gf2a' ( temp 4-element array of 2-component vector of float) 3170:28 Constant: 3180:28 0.000000 3190:28 0.000000 3200:28 0.000000 3210:28 0.000000 3220:28 0.000000 3230:28 0.000000 3240:28 0.000000 3250:28 0.000000 3260:29 Sequence 3270:29 move second child to first child ( temp int) 3280:29 'cgi' ( temp int) 3290:29 Constant: 3300:29 0 (const int) 3310:30 move second child to first child ( temp float) 3320:30 b: direct index for structure ( temp float) 3330:30 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 3340:30 Constant: 3350:30 1 (const int) 3360:30 component-wise multiply ( temp float) 3370:30 direct index ( temp float) 3380:30 direct index ( temp 2-component vector of float) 3390:30 'gf2a' ( temp 4-element array of 2-component vector of float) 3400:30 Constant: 3410:30 2 (const int) 3420:30 Constant: 3430:30 1 (const int) 3440:30 Convert int to float ( temp float) 3450:30 'cgi' ( temp int) 3460:32 Branch: Return with expression 3470:32 'o4' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 3480:18 Function Definition: PixelShaderFunction( ( temp void) 3490:18 Function Parameters: 3500:? Sequence 3510:18 move second child to first child ( temp 4-component vector of float) 3520:? 'input' ( temp 4-component vector of float) 3530:? 'input' (layout( location=0) in 4-component vector of float) 3540:18 Sequence 3550:18 move second child to first child ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 3560:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 3570:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 3580:? 'input' ( temp 4-component vector of float) 3590:18 move second child to first child ( temp int) 3600:? '@entryPointOutput.a' (layout( location=0) out int) 3610:18 a: direct index for structure ( temp int) 3620:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 3630:18 Constant: 3640:18 0 (const int) 3650:18 move second child to first child ( temp float) 3660:? '@entryPointOutput.b' (layout( location=1) out float) 3670:18 b: direct index for structure ( temp float) 3680:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 3690:18 Constant: 3700:18 1 (const int) 3710:18 move second child to first child ( temp bool) 3720:? '@entryPointOutput.c' (layout( location=2) out bool) 3730:18 c: direct index for structure ( temp bool) 3740:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 3750:18 Constant: 3760:18 2 (const int) 3770:18 move second child to first child ( temp 4-component vector of float) 3780:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 3790:18 v: direct index for structure ( temp 4-component vector of float) 3800:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v}) 3810:18 Constant: 3820:18 3 (const int) 3830:? Linker Objects 3840:? 'gv' ( global 4-component vector of float) 3850:? 'gfa' ( global 3-element array of float) 3860:? '@entryPointOutput.a' (layout( location=0) out int) 3870:? '@entryPointOutput.b' (layout( location=1) out float) 3880:? '@entryPointOutput.c' (layout( location=2) out bool) 3890:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float) 3900:? 'input' (layout( location=0) in 4-component vector of float) 3910:? 'cgf2a' ( const 3-element array of 2-component vector of float) 3920:? 0.000000 3930:? 0.000000 3940:? 0.000000 3950:? 0.000000 3960:? 0.000000 3970:? 0.000000 3980:? 'ci' ( const int) 3990:? 0 (const int) 400 401Validation failed 402// Module Version 10000 403// Generated by (magic number): 8000a 404// Id's are bound by 104 405 406 Capability Shader 407 1: ExtInstImport "GLSL.std.450" 408 MemoryModel Logical GLSL450 409 EntryPoint Fragment 4 "PixelShaderFunction" 80 87 91 95 99 410 ExecutionMode 4 OriginUpperLeft 411 Source HLSL 500 412 Name 4 "PixelShaderFunction" 413 Name 11 "outs" 414 MemberName 11(outs) 0 "a" 415 MemberName 11(outs) 1 "b" 416 MemberName 11(outs) 2 "c" 417 MemberName 11(outs) 3 "v" 418 Name 14 "@PixelShaderFunction(vf4;" 419 Name 13 "input" 420 Name 17 "gv" 421 Name 25 "gfa" 422 Name 28 "o2" 423 Name 33 "o4" 424 Name 41 "o1" 425 Name 44 "o3" 426 Name 51 "Nest" 427 MemberName 51(Nest) 0 "m" 428 MemberName 51(Nest) 1 "os" 429 MemberName 51(Nest) 2 "b" 430 Name 53 "nest" 431 Name 61 "gf2a" 432 Name 65 "cgi" 433 Name 78 "input" 434 Name 80 "input" 435 Name 82 "flattenTemp" 436 Name 83 "param" 437 Name 87 "@entryPointOutput.a" 438 Name 91 "@entryPointOutput.b" 439 Name 95 "@entryPointOutput.c" 440 Name 99 "@entryPointOutput.v" 441 Decorate 80(input) Location 0 442 Decorate 87(@entryPointOutput.a) Location 0 443 Decorate 91(@entryPointOutput.b) Location 1 444 Decorate 95(@entryPointOutput.c) Location 2 445 Decorate 99(@entryPointOutput.v) Location 3 446 2: TypeVoid 447 3: TypeFunction 2 448 6: TypeFloat 32 449 7: TypeVector 6(float) 4 450 8: TypePointer Function 7(fvec4) 451 9: TypeInt 32 1 452 10: TypeBool 453 11(outs): TypeStruct 9(int) 6(float) 10(bool) 7(fvec4) 454 12: TypeFunction 11(outs) 8(ptr) 455 16: TypePointer Private 7(fvec4) 456 17(gv): 16(ptr) Variable Private 457 18: 6(float) Constant 0 458 19: 6(float) Constant 1065353216 459 20: 7(fvec4) ConstantComposite 18 18 19 18 460 21: TypeInt 32 0 461 22: 21(int) Constant 3 462 23: TypeArray 6(float) 22 463 24: TypePointer Private 23 464 25(gfa): 24(ptr) Variable Private 465 26: 23 ConstantComposite 18 18 18 466 27: TypePointer Function 11(outs) 467 29: 9(int) Constant 3 468 30: 10(bool) ConstantFalse 469 31: 7(fvec4) ConstantComposite 18 18 18 18 470 32: 11(outs) ConstantComposite 29 18 30 31 471 35: 9(int) Constant 2 472 36: TypePointer Private 6(float) 473 42: 9(int) Constant 0 474 43: 11(outs) ConstantComposite 42 18 30 31 475 45: TypePointer Function 10(bool) 476 49: TypeVector 6(float) 3 477 50: TypeMatrix 49(fvec3) 4 478 51(Nest): TypeStruct 50 11(outs) 10(bool) 479 52: TypePointer Function 51(Nest) 480 54: 49(fvec3) ConstantComposite 18 18 18 481 55: 50 ConstantComposite 54 54 54 54 482 56: 51(Nest) ConstantComposite 55 43 30 483 57: TypeVector 6(float) 2 484 58: 21(int) Constant 4 485 59: TypeArray 57(fvec2) 58 486 60: TypePointer Function 59 487 62: 57(fvec2) ConstantComposite 18 18 488 63: 59 ConstantComposite 62 62 62 62 489 64: TypePointer Function 9(int) 490 66: 9(int) Constant 1 491 67: 21(int) Constant 1 492 68: TypePointer Function 6(float) 493 79: TypePointer Input 7(fvec4) 494 80(input): 79(ptr) Variable Input 495 86: TypePointer Output 9(int) 49687(@entryPointOutput.a): 86(ptr) Variable Output 497 90: TypePointer Output 6(float) 49891(@entryPointOutput.b): 90(ptr) Variable Output 499 94: TypePointer Output 10(bool) 50095(@entryPointOutput.c): 94(ptr) Variable Output 501 98: TypePointer Output 7(fvec4) 50299(@entryPointOutput.v): 98(ptr) Variable Output 503 102: TypeArray 57(fvec2) 22 504 103: 102 ConstantComposite 62 62 62 5054(PixelShaderFunction): 2 Function None 3 506 5: Label 507 78(input): 8(ptr) Variable Function 508 82(flattenTemp): 27(ptr) Variable Function 509 83(param): 8(ptr) Variable Function 510 Store 17(gv) 20 511 Store 25(gfa) 26 512 81: 7(fvec4) Load 80(input) 513 Store 78(input) 81 514 84: 7(fvec4) Load 78(input) 515 Store 83(param) 84 516 85: 11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param) 517 Store 82(flattenTemp) 85 518 88: 64(ptr) AccessChain 82(flattenTemp) 42 519 89: 9(int) Load 88 520 Store 87(@entryPointOutput.a) 89 521 92: 68(ptr) AccessChain 82(flattenTemp) 66 522 93: 6(float) Load 92 523 Store 91(@entryPointOutput.b) 93 524 96: 45(ptr) AccessChain 82(flattenTemp) 35 525 97: 10(bool) Load 96 526 Store 95(@entryPointOutput.c) 97 527 100: 8(ptr) AccessChain 82(flattenTemp) 29 528 101: 7(fvec4) Load 100 529 Store 99(@entryPointOutput.v) 101 530 Return 531 FunctionEnd 53214(@PixelShaderFunction(vf4;): 11(outs) Function None 12 533 13(input): 8(ptr) FunctionParameter 534 15: Label 535 28(o2): 27(ptr) Variable Function 536 33(o4): 27(ptr) Variable Function 537 41(o1): 27(ptr) Variable Function 538 44(o3): 27(ptr) Variable Function 539 53(nest): 52(ptr) Variable Function 540 61(gf2a): 60(ptr) Variable Function 541 65(cgi): 64(ptr) Variable Function 542 Store 28(o2) 32 543 34: 7(fvec4) Load 17(gv) 544 37: 36(ptr) AccessChain 25(gfa) 35 545 38: 6(float) Load 37 546 39: 7(fvec4) VectorTimesScalar 34 38 547 40: 8(ptr) AccessChain 33(o4) 29 548 Store 40 39 549 Store 41(o1) 43 550 Store 44(o3) 43 551 Store 33(o4) 43 552 46: 45(ptr) AccessChain 41(o1) 35 553 47: 10(bool) Load 46 554 48: 45(ptr) AccessChain 33(o4) 35 555 Store 48 47 556 Store 53(nest) 56 557 Store 61(gf2a) 63 558 Store 65(cgi) 42 559 69: 68(ptr) AccessChain 61(gf2a) 35 67 560 70: 6(float) Load 69 561 71: 9(int) Load 65(cgi) 562 72: 6(float) ConvertSToF 71 563 73: 6(float) FMul 70 72 564 74: 68(ptr) AccessChain 33(o4) 66 565 Store 74 73 566 75: 11(outs) Load 33(o4) 567 ReturnValue 75 568 FunctionEnd 569