hlsl.load.2dms.dx10.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch ( temp 4-component vector of float) 0:32 'g_tTex2dmsf4' ( uniform texture2DMS) 0:32 c2: direct index for structure ( uniform 2-component vector of int) 0:32 '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}) 0:32 Constant: 0:32 1 (const uint) 0:32 Constant: 0:32 3 (const int) 0:33 textureFetch ( temp 4-component vector of int) 0:33 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:33 c2: direct index for structure ( uniform 2-component vector of int) 0:33 '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}) 0:33 Constant: 0:33 1 (const uint) 0:33 Constant: 0:33 3 (const int) 0:34 textureFetch ( temp 4-component vector of uint) 0:34 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:34 c2: direct index for structure ( uniform 2-component vector of int) 0:34 '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}) 0:34 Constant: 0:34 1 (const uint) 0:34 Constant: 0:34 3 (const int) 0:37 textureFetchOffset ( temp 4-component vector of float) 0:37 'g_tTex2dmsf4' ( uniform texture2DMS) 0:37 c2: direct index for structure ( uniform 2-component vector of int) 0:37 '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}) 0:37 Constant: 0:37 1 (const uint) 0:37 Constant: 0:37 3 (const int) 0:37 o2: direct index for structure ( uniform 2-component vector of int) 0:37 '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}) 0:37 Constant: 0:37 5 (const uint) 0:38 textureFetchOffset ( temp 4-component vector of int) 0:38 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:38 c2: direct index for structure ( uniform 2-component vector of int) 0:38 '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}) 0:38 Constant: 0:38 1 (const uint) 0:38 Constant: 0:38 3 (const int) 0:38 o2: direct index for structure ( uniform 2-component vector of int) 0:38 '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}) 0:38 Constant: 0:38 5 (const uint) 0:39 textureFetchOffset ( temp 4-component vector of uint) 0:39 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:39 c2: direct index for structure ( uniform 2-component vector of int) 0:39 '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}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: 0:39 3 (const int) 0:39 o2: direct index for structure ( uniform 2-component vector of int) 0:39 '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}) 0:39 Constant: 0:39 5 (const uint) 0:42 textureFetch ( temp 4-component vector of float) 0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:42 c3: direct index for structure ( uniform 3-component vector of int) 0:42 '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}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: 0:42 3 (const int) 0:43 textureFetch ( temp 4-component vector of int) 0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:43 c3: direct index for structure ( uniform 3-component vector of int) 0:43 '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}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: 0:43 3 (const int) 0:44 textureFetch ( temp 4-component vector of uint) 0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 0:44 c3: direct index for structure ( uniform 3-component vector of int) 0:44 '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}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 3 (const int) 0:47 textureFetchOffset ( temp 4-component vector of float) 0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:47 c3: direct index for structure ( uniform 3-component vector of int) 0:47 '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}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) 0:47 o2: direct index for structure ( uniform 2-component vector of int) 0:47 '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}) 0:47 Constant: 0:47 5 (const uint) 0:48 textureFetchOffset ( temp 4-component vector of int) 0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:48 c3: direct index for structure ( uniform 3-component vector of int) 0:48 '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}) 0:48 Constant: 0:48 2 (const uint) 0:48 Constant: 0:48 3 (const int) 0:48 o2: direct index for structure ( uniform 2-component vector of int) 0:48 '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}) 0:48 Constant: 0:48 5 (const uint) 0:49 textureFetchOffset ( temp 4-component vector of uint) 0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 0:49 c3: direct index for structure ( uniform 3-component vector of int) 0:49 '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}) 0:49 Constant: 0:49 2 (const uint) 0:49 Constant: 0:49 3 (const int) 0:49 o2: direct index for structure ( uniform 2-component vector of int) 0:49 '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}) 0:49 Constant: 0:49 5 (const uint) 0:51 move second child to first child ( temp 4-component vector of float) 0:51 Color: direct index for structure ( temp 4-component vector of float) 0:51 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:52 move second child to first child ( temp float) 0:52 Depth: direct index for structure ( temp float) 0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 0:54 Branch: Return with expression 0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence 0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:28 Color: direct index for structure ( temp 4-component vector of float) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) 0:28 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:28 Depth: direct index for structure ( temp float) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex2dmsf4' ( uniform texture2DMS) 0:? 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:? 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 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 0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch ( temp 4-component vector of float) 0:32 'g_tTex2dmsf4' ( uniform texture2DMS) 0:32 c2: direct index for structure ( uniform 2-component vector of int) 0:32 '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}) 0:32 Constant: 0:32 1 (const uint) 0:32 Constant: 0:32 3 (const int) 0:33 textureFetch ( temp 4-component vector of int) 0:33 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:33 c2: direct index for structure ( uniform 2-component vector of int) 0:33 '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}) 0:33 Constant: 0:33 1 (const uint) 0:33 Constant: 0:33 3 (const int) 0:34 textureFetch ( temp 4-component vector of uint) 0:34 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:34 c2: direct index for structure ( uniform 2-component vector of int) 0:34 '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}) 0:34 Constant: 0:34 1 (const uint) 0:34 Constant: 0:34 3 (const int) 0:37 textureFetchOffset ( temp 4-component vector of float) 0:37 'g_tTex2dmsf4' ( uniform texture2DMS) 0:37 c2: direct index for structure ( uniform 2-component vector of int) 0:37 '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}) 0:37 Constant: 0:37 1 (const uint) 0:37 Constant: 0:37 3 (const int) 0:37 o2: direct index for structure ( uniform 2-component vector of int) 0:37 '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}) 0:37 Constant: 0:37 5 (const uint) 0:38 textureFetchOffset ( temp 4-component vector of int) 0:38 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:38 c2: direct index for structure ( uniform 2-component vector of int) 0:38 '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}) 0:38 Constant: 0:38 1 (const uint) 0:38 Constant: 0:38 3 (const int) 0:38 o2: direct index for structure ( uniform 2-component vector of int) 0:38 '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}) 0:38 Constant: 0:38 5 (const uint) 0:39 textureFetchOffset ( temp 4-component vector of uint) 0:39 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:39 c2: direct index for structure ( uniform 2-component vector of int) 0:39 '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}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: 0:39 3 (const int) 0:39 o2: direct index for structure ( uniform 2-component vector of int) 0:39 '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}) 0:39 Constant: 0:39 5 (const uint) 0:42 textureFetch ( temp 4-component vector of float) 0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:42 c3: direct index for structure ( uniform 3-component vector of int) 0:42 '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}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: 0:42 3 (const int) 0:43 textureFetch ( temp 4-component vector of int) 0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:43 c3: direct index for structure ( uniform 3-component vector of int) 0:43 '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}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: 0:43 3 (const int) 0:44 textureFetch ( temp 4-component vector of uint) 0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 0:44 c3: direct index for structure ( uniform 3-component vector of int) 0:44 '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}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 3 (const int) 0:47 textureFetchOffset ( temp 4-component vector of float) 0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:47 c3: direct index for structure ( uniform 3-component vector of int) 0:47 '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}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) 0:47 o2: direct index for structure ( uniform 2-component vector of int) 0:47 '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}) 0:47 Constant: 0:47 5 (const uint) 0:48 textureFetchOffset ( temp 4-component vector of int) 0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:48 c3: direct index for structure ( uniform 3-component vector of int) 0:48 '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}) 0:48 Constant: 0:48 2 (const uint) 0:48 Constant: 0:48 3 (const int) 0:48 o2: direct index for structure ( uniform 2-component vector of int) 0:48 '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}) 0:48 Constant: 0:48 5 (const uint) 0:49 textureFetchOffset ( temp 4-component vector of uint) 0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 0:49 c3: direct index for structure ( uniform 3-component vector of int) 0:49 '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}) 0:49 Constant: 0:49 2 (const uint) 0:49 Constant: 0:49 3 (const int) 0:49 o2: direct index for structure ( uniform 2-component vector of int) 0:49 '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}) 0:49 Constant: 0:49 5 (const uint) 0:51 move second child to first child ( temp 4-component vector of float) 0:51 Color: direct index for structure ( temp 4-component vector of float) 0:51 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:52 move second child to first child ( temp float) 0:52 Depth: direct index for structure ( temp float) 0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 0:54 Branch: Return with expression 0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence 0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:28 Color: direct index for structure ( temp 4-component vector of float) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) 0:28 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:28 Depth: direct index for structure ( temp float) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex2dmsf4' ( uniform texture2DMS) 0:? 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:? 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 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) Validation failed // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 130 Capability Shader Capability ImageGatherExtended 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 120 124 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_tTex2dmsf4" 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($Global) 7 "o4" Name 22 "" Name 31 "g_tTex2dmsi4" Name 39 "g_tTex2dmsu4" Name 66 "g_tTex2dmsf4a" Name 75 "g_tTex2dmsi4a" Name 82 "g_tTex2dmsu4a" Name 106 "psout" Name 117 "flattenTemp" Name 120 "@entryPointOutput.Color" Name 124 "@entryPointOutput.Depth" Name 129 "g_sSamp" Decorate 14(g_tTex2dmsf4) DescriptorSet 0 Decorate 14(g_tTex2dmsf4) Binding 1 MemberDecorate 20($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 7 Decorate 31(g_tTex2dmsi4) DescriptorSet 0 Decorate 31(g_tTex2dmsi4) Binding 2 Decorate 39(g_tTex2dmsu4) DescriptorSet 0 Decorate 39(g_tTex2dmsu4) Binding 3 Decorate 66(g_tTex2dmsf4a) DescriptorSet 0 Decorate 66(g_tTex2dmsf4a) Binding 4 Decorate 75(g_tTex2dmsi4a) DescriptorSet 0 Decorate 75(g_tTex2dmsi4a) Binding 5 Decorate 82(g_tTex2dmsu4a) DescriptorSet 0 Decorate 82(g_tTex2dmsu4a) Binding 6 Decorate 120(@entryPointOutput.Color) Location 0 Decorate 124(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 129(g_sSamp) DescriptorSet 0 Decorate 129(g_sSamp) 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) 2D multi-sampled sampled format:Unknown 13: TypePointer UniformConstant 12 14(g_tTex2dmsf4): 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: TypePointer Uniform 17(ivec2) 27: 16(int) Constant 3 29: TypeImage 16(int) 2D multi-sampled sampled format:Unknown 30: TypePointer UniformConstant 29 31(g_tTex2dmsi4): 30(ptr) Variable UniformConstant 36: TypeInt 32 0 37: TypeImage 36(int) 2D multi-sampled sampled format:Unknown 38: TypePointer UniformConstant 37 39(g_tTex2dmsu4): 38(ptr) Variable UniformConstant 43: TypeVector 36(int) 4 48: 16(int) Constant 5 64: TypeImage 6(float) 2D array multi-sampled sampled format:Unknown 65: TypePointer UniformConstant 64 66(g_tTex2dmsf4a): 65(ptr) Variable UniformConstant 68: 16(int) Constant 2 69: TypePointer Uniform 18(ivec3) 73: TypeImage 16(int) 2D array multi-sampled sampled format:Unknown 74: TypePointer UniformConstant 73 75(g_tTex2dmsi4a): 74(ptr) Variable UniformConstant 80: TypeImage 36(int) 2D array multi-sampled sampled format:Unknown 81: TypePointer UniformConstant 80 82(g_tTex2dmsu4a): 81(ptr) Variable UniformConstant 105: TypePointer Function 8(PS_OUTPUT) 107: 16(int) Constant 0 108: 6(float) Constant 1065353216 109: 7(fvec4) ConstantComposite 108 108 108 108 110: TypePointer Function 7(fvec4) 112: TypePointer Function 6(float) 119: TypePointer Output 7(fvec4) 120(@entryPointOutput.Color): 119(ptr) Variable Output 123: TypePointer Output 6(float) 124(@entryPointOutput.Depth): 123(ptr) Variable Output 127: TypeSampler 128: TypePointer UniformConstant 127 129(g_sSamp): 128(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 117(flattenTemp): 105(ptr) Variable Function 118:8(PS_OUTPUT) FunctionCall 10(@main() Store 117(flattenTemp) 118 121: 110(ptr) AccessChain 117(flattenTemp) 107 122: 7(fvec4) Load 121 Store 120(@entryPointOutput.Color) 122 125: 112(ptr) AccessChain 117(flattenTemp) 23 126: 6(float) Load 125 Store 124(@entryPointOutput.Depth) 126 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 106(psout): 105(ptr) Variable Function 15: 12 Load 14(g_tTex2dmsf4) 25: 24(ptr) AccessChain 22 23 26: 17(ivec2) Load 25 28: 7(fvec4) ImageFetch 15 26 Sample 27 32: 29 Load 31(g_tTex2dmsi4) 33: 24(ptr) AccessChain 22 23 34: 17(ivec2) Load 33 35: 19(ivec4) ImageFetch 32 34 Sample 27 40: 37 Load 39(g_tTex2dmsu4) 41: 24(ptr) AccessChain 22 23 42: 17(ivec2) Load 41 44: 43(ivec4) ImageFetch 40 42 Sample 27 45: 12 Load 14(g_tTex2dmsf4) 46: 24(ptr) AccessChain 22 23 47: 17(ivec2) Load 46 49: 24(ptr) AccessChain 22 48 50: 17(ivec2) Load 49 51: 7(fvec4) ImageFetch 45 47 Offset Sample 50 27 52: 29 Load 31(g_tTex2dmsi4) 53: 24(ptr) AccessChain 22 23 54: 17(ivec2) Load 53 55: 24(ptr) AccessChain 22 48 56: 17(ivec2) Load 55 57: 19(ivec4) ImageFetch 52 54 Offset Sample 56 27 58: 37 Load 39(g_tTex2dmsu4) 59: 24(ptr) AccessChain 22 23 60: 17(ivec2) Load 59 61: 24(ptr) AccessChain 22 48 62: 17(ivec2) Load 61 63: 43(ivec4) ImageFetch 58 60 Offset Sample 62 27 67: 64 Load 66(g_tTex2dmsf4a) 70: 69(ptr) AccessChain 22 68 71: 18(ivec3) Load 70 72: 7(fvec4) ImageFetch 67 71 Sample 27 76: 73 Load 75(g_tTex2dmsi4a) 77: 69(ptr) AccessChain 22 68 78: 18(ivec3) Load 77 79: 19(ivec4) ImageFetch 76 78 Sample 27 83: 80 Load 82(g_tTex2dmsu4a) 84: 69(ptr) AccessChain 22 68 85: 18(ivec3) Load 84 86: 43(ivec4) ImageFetch 83 85 Sample 27 87: 64 Load 66(g_tTex2dmsf4a) 88: 69(ptr) AccessChain 22 68 89: 18(ivec3) Load 88 90: 24(ptr) AccessChain 22 48 91: 17(ivec2) Load 90 92: 7(fvec4) ImageFetch 87 89 Offset Sample 91 27 93: 73 Load 75(g_tTex2dmsi4a) 94: 69(ptr) AccessChain 22 68 95: 18(ivec3) Load 94 96: 24(ptr) AccessChain 22 48 97: 17(ivec2) Load 96 98: 19(ivec4) ImageFetch 93 95 Offset Sample 97 27 99: 80 Load 82(g_tTex2dmsu4a) 100: 69(ptr) AccessChain 22 68 101: 18(ivec3) Load 100 102: 24(ptr) AccessChain 22 48 103: 17(ivec2) Load 102 104: 43(ivec4) ImageFetch 99 101 Offset Sample 103 27 111: 110(ptr) AccessChain 106(psout) 107 Store 111 109 113: 112(ptr) AccessChain 106(psout) 23 Store 113 108 114:8(PS_OUTPUT) Load 106(psout) ReturnValue 114 FunctionEnd