hlsl.load.array.dx10.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch ( temp 4-component vector of float) 0:52 'g_tTex1df4a' ( uniform texture1DArray) 0:52 vector swizzle ( temp 2-component vector of int) 0:52 c3: direct index for structure ( uniform 3-component vector of int) 0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) 0:52 direct index ( temp int) 0:52 c3: direct index for structure ( uniform 3-component vector of int) 0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) 0:53 textureFetch ( temp 4-component vector of int) 0:53 'g_tTex1di4a' ( uniform itexture1DArray) 0:53 vector swizzle ( temp 2-component vector of int) 0:53 c3: direct index for structure ( uniform 3-component vector of int) 0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) 0:53 direct index ( temp int) 0:53 c3: direct index for structure ( uniform 3-component vector of int) 0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) 0:54 textureFetch ( temp 4-component vector of uint) 0:54 'g_tTex1du4a' ( uniform utexture1DArray) 0:54 vector swizzle ( temp 2-component vector of int) 0:54 c3: direct index for structure ( uniform 3-component vector of int) 0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) 0:54 direct index ( temp int) 0:54 c3: direct index for structure ( uniform 3-component vector of int) 0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) 0:57 textureFetch ( temp 4-component vector of float) 0:57 'g_tTex2df4a' ( uniform texture2DArray) 0:57 vector swizzle ( temp 3-component vector of int) 0:57 c4: direct index for structure ( uniform 4-component vector of int) 0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 2 (const int) 0:57 direct index ( temp int) 0:57 c4: direct index for structure ( uniform 4-component vector of int) 0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) 0:58 textureFetch ( temp 4-component vector of int) 0:58 'g_tTex2di4a' ( uniform itexture2DArray) 0:58 vector swizzle ( temp 3-component vector of int) 0:58 c4: direct index for structure ( uniform 4-component vector of int) 0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 2 (const int) 0:58 direct index ( temp int) 0:58 c4: direct index for structure ( uniform 4-component vector of int) 0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) 0:59 textureFetch ( temp 4-component vector of uint) 0:59 'g_tTex2du4a' ( uniform utexture2DArray) 0:59 vector swizzle ( temp 3-component vector of int) 0:59 c4: direct index for structure ( uniform 4-component vector of int) 0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 Constant: 0:59 2 (const int) 0:59 direct index ( temp int) 0:59 c4: direct index for structure ( uniform 4-component vector of int) 0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: 0:59 3 (const int) 0:67 move second child to first child ( temp 4-component vector of float) 0:67 Color: direct index for structure ( temp 4-component vector of float) 0:67 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: 0:67 1.000000 0:67 1.000000 0:67 1.000000 0:67 1.000000 0:68 move second child to first child ( temp float) 0:68 Depth: direct index for structure ( temp float) 0:68 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Branch: Return with expression 0:70 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence 0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:48 Color: direct index for structure ( temp 4-component vector of float) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:48 Depth: direct index for structure ( temp float) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:? 'g_tTex1di4' ( uniform itexture1D) 0:? 'g_tTex1du4' ( uniform utexture1D) 0:? 'g_tTex2df4' ( uniform texture2D) 0:? 'g_tTex2di4' ( uniform itexture2D) 0:? 'g_tTex2du4' ( uniform utexture2D) 0:? 'g_tTex3df4' ( uniform texture3D) 0:? 'g_tTex3di4' ( uniform itexture3D) 0:? 'g_tTex3du4' ( uniform utexture3D) 0:? 'g_tTexcdf4' ( uniform textureCube) 0:? 'g_tTexcdi4' ( uniform itextureCube) 0:? 'g_tTexcdu4' ( uniform utextureCube) 0:? 'g_tTex1df4a' ( uniform texture1DArray) 0:? 'g_tTex1di4a' ( uniform itexture1DArray) 0:? 'g_tTex1du4a' ( uniform utexture1DArray) 0:? 'g_tTex2df4a' ( uniform texture2DArray) 0:? 'g_tTex2di4a' ( uniform itexture2DArray) 0:? 'g_tTex2du4a' ( uniform utexture2DArray) 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch ( temp 4-component vector of float) 0:52 'g_tTex1df4a' ( uniform texture1DArray) 0:52 vector swizzle ( temp 2-component vector of int) 0:52 c3: direct index for structure ( uniform 3-component vector of int) 0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) 0:52 direct index ( temp int) 0:52 c3: direct index for structure ( uniform 3-component vector of int) 0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) 0:53 textureFetch ( temp 4-component vector of int) 0:53 'g_tTex1di4a' ( uniform itexture1DArray) 0:53 vector swizzle ( temp 2-component vector of int) 0:53 c3: direct index for structure ( uniform 3-component vector of int) 0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) 0:53 direct index ( temp int) 0:53 c3: direct index for structure ( uniform 3-component vector of int) 0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) 0:54 textureFetch ( temp 4-component vector of uint) 0:54 'g_tTex1du4a' ( uniform utexture1DArray) 0:54 vector swizzle ( temp 2-component vector of int) 0:54 c3: direct index for structure ( uniform 3-component vector of int) 0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) 0:54 direct index ( temp int) 0:54 c3: direct index for structure ( uniform 3-component vector of int) 0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) 0:57 textureFetch ( temp 4-component vector of float) 0:57 'g_tTex2df4a' ( uniform texture2DArray) 0:57 vector swizzle ( temp 3-component vector of int) 0:57 c4: direct index for structure ( uniform 4-component vector of int) 0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 2 (const int) 0:57 direct index ( temp int) 0:57 c4: direct index for structure ( uniform 4-component vector of int) 0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) 0:58 textureFetch ( temp 4-component vector of int) 0:58 'g_tTex2di4a' ( uniform itexture2DArray) 0:58 vector swizzle ( temp 3-component vector of int) 0:58 c4: direct index for structure ( uniform 4-component vector of int) 0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 2 (const int) 0:58 direct index ( temp int) 0:58 c4: direct index for structure ( uniform 4-component vector of int) 0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) 0:59 textureFetch ( temp 4-component vector of uint) 0:59 'g_tTex2du4a' ( uniform utexture2DArray) 0:59 vector swizzle ( temp 3-component vector of int) 0:59 c4: direct index for structure ( uniform 4-component vector of int) 0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 Constant: 0:59 2 (const int) 0:59 direct index ( temp int) 0:59 c4: direct index for structure ( uniform 4-component vector of int) 0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: 0:59 3 (const int) 0:67 move second child to first child ( temp 4-component vector of float) 0:67 Color: direct index for structure ( temp 4-component vector of float) 0:67 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: 0:67 1.000000 0:67 1.000000 0:67 1.000000 0:67 1.000000 0:68 move second child to first child ( temp float) 0:68 Depth: direct index for structure ( temp float) 0:68 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Branch: Return with expression 0:70 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Definition: main( ( temp void) 0:48 Function Parameters: 0:? Sequence 0:48 Sequence 0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:48 Color: direct index for structure ( temp 4-component vector of float) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 0 (const int) 0:48 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:48 Depth: direct index for structure ( temp float) 0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:48 Constant: 0:48 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:? 'g_tTex1di4' ( uniform itexture1D) 0:? 'g_tTex1du4' ( uniform utexture1D) 0:? 'g_tTex2df4' ( uniform texture2D) 0:? 'g_tTex2di4' ( uniform itexture2D) 0:? 'g_tTex2du4' ( uniform utexture2D) 0:? 'g_tTex3df4' ( uniform texture3D) 0:? 'g_tTex3di4' ( uniform itexture3D) 0:? 'g_tTex3du4' ( uniform utexture3D) 0:? 'g_tTexcdf4' ( uniform textureCube) 0:? 'g_tTexcdi4' ( uniform itextureCube) 0:? 'g_tTexcdu4' ( uniform utextureCube) 0:? 'g_tTex1df4a' ( uniform texture1DArray) 0:? 'g_tTex1di4a' ( uniform itexture1DArray) 0:? 'g_tTex1du4a' ( uniform utexture1DArray) 0:? 'g_tTex2df4a' ( uniform texture2DArray) 0:? 'g_tTex2di4a' ( uniform itexture2DArray) 0:? 'g_tTex2du4a' ( uniform utexture2DArray) 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 159 Capability Shader Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 104 108 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_tTex1df4a" 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($Global) 7 "o4" Name 22 "" Name 36 "g_tTex1di4a" Name 46 "g_tTex1du4a" Name 57 "g_tTex2df4a" Name 70 "g_tTex2di4a" Name 80 "g_tTex2du4a" Name 89 "psout" Name 101 "flattenTemp" Name 104 "@entryPointOutput.Color" Name 108 "@entryPointOutput.Depth" Name 113 "g_sSamp" Name 116 "g_tTex1df4" Name 119 "g_tTex1di4" Name 122 "g_tTex1du4" Name 125 "g_tTex2df4" Name 128 "g_tTex2di4" Name 131 "g_tTex2du4" Name 134 "g_tTex3df4" Name 137 "g_tTex3di4" Name 140 "g_tTex3du4" Name 143 "g_tTexcdf4" Name 146 "g_tTexcdi4" Name 149 "g_tTexcdu4" Name 152 "g_tTexcdf4a" Name 155 "g_tTexcdi4a" Name 158 "g_tTexcdu4a" Decorate 14(g_tTex1df4a) DescriptorSet 0 Decorate 14(g_tTex1df4a) Binding 1 MemberDecorate 20($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 36(g_tTex1di4a) DescriptorSet 0 Decorate 36(g_tTex1di4a) Binding 2 Decorate 46(g_tTex1du4a) DescriptorSet 0 Decorate 46(g_tTex1du4a) Binding 3 Decorate 57(g_tTex2df4a) DescriptorSet 0 Decorate 57(g_tTex2df4a) Binding 4 Decorate 70(g_tTex2di4a) DescriptorSet 0 Decorate 70(g_tTex2di4a) Binding 5 Decorate 80(g_tTex2du4a) DescriptorSet 0 Decorate 80(g_tTex2du4a) Binding 6 Decorate 104(@entryPointOutput.Color) Location 0 Decorate 108(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 113(g_sSamp) DescriptorSet 0 Decorate 113(g_sSamp) Binding 0 Decorate 116(g_tTex1df4) DescriptorSet 0 Decorate 116(g_tTex1df4) Binding 0 Decorate 119(g_tTex1di4) DescriptorSet 0 Decorate 119(g_tTex1di4) Binding 0 Decorate 122(g_tTex1du4) DescriptorSet 0 Decorate 122(g_tTex1du4) Binding 0 Decorate 125(g_tTex2df4) DescriptorSet 0 Decorate 125(g_tTex2df4) Binding 0 Decorate 128(g_tTex2di4) DescriptorSet 0 Decorate 128(g_tTex2di4) Binding 0 Decorate 131(g_tTex2du4) DescriptorSet 0 Decorate 131(g_tTex2du4) Binding 0 Decorate 134(g_tTex3df4) DescriptorSet 0 Decorate 134(g_tTex3df4) Binding 0 Decorate 137(g_tTex3di4) DescriptorSet 0 Decorate 137(g_tTex3di4) Binding 0 Decorate 140(g_tTex3du4) DescriptorSet 0 Decorate 140(g_tTex3du4) Binding 0 Decorate 143(g_tTexcdf4) DescriptorSet 0 Decorate 143(g_tTexcdf4) Binding 0 Decorate 146(g_tTexcdi4) DescriptorSet 0 Decorate 146(g_tTexcdi4) Binding 0 Decorate 149(g_tTexcdu4) DescriptorSet 0 Decorate 149(g_tTexcdu4) Binding 0 Decorate 152(g_tTexcdf4a) DescriptorSet 0 Decorate 152(g_tTexcdf4a) Binding 0 Decorate 155(g_tTexcdi4a) DescriptorSet 0 Decorate 155(g_tTexcdi4a) Binding 0 Decorate 158(g_tTexcdu4a) DescriptorSet 0 Decorate 158(g_tTexcdu4a) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) 9: TypeFunction 8(PS_OUTPUT) 12: TypeImage 6(float) 1D array sampled format:Unknown 13: TypePointer UniformConstant 12 14(g_tTex1df4a): 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 2 24: TypePointer Uniform 18(ivec3) 28: TypeInt 32 0 29: 28(int) Constant 2 30: TypePointer Uniform 16(int) 34: TypeImage 16(int) 1D array sampled format:Unknown 35: TypePointer UniformConstant 34 36(g_tTex1di4a): 35(ptr) Variable UniformConstant 44: TypeImage 28(int) 1D array sampled format:Unknown 45: TypePointer UniformConstant 44 46(g_tTex1du4a): 45(ptr) Variable UniformConstant 53: TypeVector 28(int) 4 55: TypeImage 6(float) 2D array sampled format:Unknown 56: TypePointer UniformConstant 55 57(g_tTex2df4a): 56(ptr) Variable UniformConstant 59: 16(int) Constant 3 60: TypePointer Uniform 19(ivec4) 64: 28(int) Constant 3 68: TypeImage 16(int) 2D array sampled format:Unknown 69: TypePointer UniformConstant 68 70(g_tTex2di4a): 69(ptr) Variable UniformConstant 78: TypeImage 28(int) 2D array sampled format:Unknown 79: TypePointer UniformConstant 78 80(g_tTex2du4a): 79(ptr) Variable UniformConstant 88: TypePointer Function 8(PS_OUTPUT) 90: 16(int) Constant 0 91: 6(float) Constant 1065353216 92: 7(fvec4) ConstantComposite 91 91 91 91 93: TypePointer Function 7(fvec4) 95: 16(int) Constant 1 96: TypePointer Function 6(float) 103: TypePointer Output 7(fvec4) 104(@entryPointOutput.Color): 103(ptr) Variable Output 107: TypePointer Output 6(float) 108(@entryPointOutput.Depth): 107(ptr) Variable Output 111: TypeSampler 112: TypePointer UniformConstant 111 113(g_sSamp): 112(ptr) Variable UniformConstant 114: TypeImage 6(float) 1D sampled format:Unknown 115: TypePointer UniformConstant 114 116(g_tTex1df4): 115(ptr) Variable UniformConstant 117: TypeImage 16(int) 1D sampled format:Unknown 118: TypePointer UniformConstant 117 119(g_tTex1di4): 118(ptr) Variable UniformConstant 120: TypeImage 28(int) 1D sampled format:Unknown 121: TypePointer UniformConstant 120 122(g_tTex1du4): 121(ptr) Variable UniformConstant 123: TypeImage 6(float) 2D sampled format:Unknown 124: TypePointer UniformConstant 123 125(g_tTex2df4): 124(ptr) Variable UniformConstant 126: TypeImage 16(int) 2D sampled format:Unknown 127: TypePointer UniformConstant 126 128(g_tTex2di4): 127(ptr) Variable UniformConstant 129: TypeImage 28(int) 2D sampled format:Unknown 130: TypePointer UniformConstant 129 131(g_tTex2du4): 130(ptr) Variable UniformConstant 132: TypeImage 6(float) 3D sampled format:Unknown 133: TypePointer UniformConstant 132 134(g_tTex3df4): 133(ptr) Variable UniformConstant 135: TypeImage 16(int) 3D sampled format:Unknown 136: TypePointer UniformConstant 135 137(g_tTex3di4): 136(ptr) Variable UniformConstant 138: TypeImage 28(int) 3D sampled format:Unknown 139: TypePointer UniformConstant 138 140(g_tTex3du4): 139(ptr) Variable UniformConstant 141: TypeImage 6(float) Cube sampled format:Unknown 142: TypePointer UniformConstant 141 143(g_tTexcdf4): 142(ptr) Variable UniformConstant 144: TypeImage 16(int) Cube sampled format:Unknown 145: TypePointer UniformConstant 144 146(g_tTexcdi4): 145(ptr) Variable UniformConstant 147: TypeImage 28(int) Cube sampled format:Unknown 148: TypePointer UniformConstant 147 149(g_tTexcdu4): 148(ptr) Variable UniformConstant 150: TypeImage 6(float) Cube array sampled format:Unknown 151: TypePointer UniformConstant 150 152(g_tTexcdf4a): 151(ptr) Variable UniformConstant 153: TypeImage 16(int) Cube array sampled format:Unknown 154: TypePointer UniformConstant 153 155(g_tTexcdi4a): 154(ptr) Variable UniformConstant 156: TypeImage 28(int) Cube array sampled format:Unknown 157: TypePointer UniformConstant 156 158(g_tTexcdu4a): 157(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 101(flattenTemp): 88(ptr) Variable Function 102:8(PS_OUTPUT) FunctionCall 10(@main() Store 101(flattenTemp) 102 105: 93(ptr) AccessChain 101(flattenTemp) 90 106: 7(fvec4) Load 105 Store 104(@entryPointOutput.Color) 106 109: 96(ptr) AccessChain 101(flattenTemp) 95 110: 6(float) Load 109 Store 108(@entryPointOutput.Depth) 110 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 89(psout): 88(ptr) Variable Function 15: 12 Load 14(g_tTex1df4a) 25: 24(ptr) AccessChain 22 23 26: 18(ivec3) Load 25 27: 17(ivec2) VectorShuffle 26 26 0 1 31: 30(ptr) AccessChain 22 23 29 32: 16(int) Load 31 33: 7(fvec4) ImageFetch 15 27 Lod 32 37: 34 Load 36(g_tTex1di4a) 38: 24(ptr) AccessChain 22 23 39: 18(ivec3) Load 38 40: 17(ivec2) VectorShuffle 39 39 0 1 41: 30(ptr) AccessChain 22 23 29 42: 16(int) Load 41 43: 19(ivec4) ImageFetch 37 40 Lod 42 47: 44 Load 46(g_tTex1du4a) 48: 24(ptr) AccessChain 22 23 49: 18(ivec3) Load 48 50: 17(ivec2) VectorShuffle 49 49 0 1 51: 30(ptr) AccessChain 22 23 29 52: 16(int) Load 51 54: 53(ivec4) ImageFetch 47 50 Lod 52 58: 55 Load 57(g_tTex2df4a) 61: 60(ptr) AccessChain 22 59 62: 19(ivec4) Load 61 63: 18(ivec3) VectorShuffle 62 62 0 1 2 65: 30(ptr) AccessChain 22 59 64 66: 16(int) Load 65 67: 7(fvec4) ImageFetch 58 63 Lod 66 71: 68 Load 70(g_tTex2di4a) 72: 60(ptr) AccessChain 22 59 73: 19(ivec4) Load 72 74: 18(ivec3) VectorShuffle 73 73 0 1 2 75: 30(ptr) AccessChain 22 59 64 76: 16(int) Load 75 77: 19(ivec4) ImageFetch 71 74 Lod 76 81: 78 Load 80(g_tTex2du4a) 82: 60(ptr) AccessChain 22 59 83: 19(ivec4) Load 82 84: 18(ivec3) VectorShuffle 83 83 0 1 2 85: 30(ptr) AccessChain 22 59 64 86: 16(int) Load 85 87: 53(ivec4) ImageFetch 81 84 Lod 86 94: 93(ptr) AccessChain 89(psout) 90 Store 94 92 97: 96(ptr) AccessChain 89(psout) 95 Store 97 91 98:8(PS_OUTPUT) Load 89(psout) ReturnValue 98 FunctionEnd