hlsl.load.basic.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_tTex1df4' (layout( binding=0) uniform texture1D) 0:52 vector swizzle ( temp int) 0:52 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index ( temp int) 0:52 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:52 Constant: 0:52 1 (const int) 0:53 textureFetch ( temp 4-component vector of int) 0:53 'g_tTex1di4' ( uniform itexture1D) 0:53 vector swizzle ( temp int) 0:53 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index ( temp int) 0:53 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:53 Constant: 0:53 1 (const int) 0:54 textureFetch ( temp 4-component vector of uint) 0:54 'g_tTex1du4' ( uniform utexture1D) 0:54 vector swizzle ( temp int) 0:54 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index ( temp int) 0:54 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:54 Constant: 0:54 1 (const int) 0:57 textureFetch ( temp 4-component vector of float) 0:57 'g_tTex2df4' ( uniform texture2D) 0:57 vector swizzle ( temp 2-component vector of int) 0:57 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) 0:57 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:57 Constant: 0:57 2 (const int) 0:58 textureFetch ( temp 4-component vector of int) 0:58 'g_tTex2di4' ( uniform itexture2D) 0:58 vector swizzle ( temp 2-component vector of int) 0:58 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) 0:58 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:58 Constant: 0:58 2 (const int) 0:59 textureFetch ( temp 4-component vector of uint) 0:59 'g_tTex2du4' ( uniform utexture2D) 0:59 vector swizzle ( temp 2-component vector of int) 0:59 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 direct index ( temp int) 0:59 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:59 Constant: 0:59 2 (const int) 0:62 textureFetch ( temp 4-component vector of float) 0:62 'g_tTex3df4' ( uniform texture3D) 0:62 vector swizzle ( temp 3-component vector of int) 0:62 c4: direct index for structure ( uniform 4-component vector of int) 0:62 '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}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) 0:62 Constant: 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) 0:62 c4: direct index for structure ( uniform 4-component vector of int) 0:62 '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}) 0:62 Constant: 0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) 0:63 textureFetch ( temp 4-component vector of int) 0:63 'g_tTex3di4' ( uniform itexture3D) 0:63 vector swizzle ( temp 3-component vector of int) 0:63 c4: direct index for structure ( uniform 4-component vector of int) 0:63 '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}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) 0:63 c4: direct index for structure ( uniform 4-component vector of int) 0:63 '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}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:64 textureFetch ( temp 4-component vector of uint) 0:64 'g_tTex3du4' ( uniform utexture3D) 0:64 vector swizzle ( temp 3-component vector of int) 0:64 c4: direct index for structure ( uniform 4-component vector of int) 0:64 '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}) 0:64 Constant: 0:64 3 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) 0:64 direct index ( temp int) 0:64 c4: direct index for structure ( uniform 4-component vector of int) 0:64 '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}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:72 move second child to first child ( temp 4-component vector of float) 0:72 Color: direct index for structure ( temp 4-component vector of float) 0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: 0:72 1.000000 0:72 1.000000 0:72 1.000000 0:72 1.000000 0:73 move second child to first child ( temp float) 0:73 Depth: direct index for structure ( temp float) 0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Branch: Return with expression 0:75 '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_tTex1df4' (layout( binding=0) uniform texture1D) 0:52 vector swizzle ( temp int) 0:52 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index ( temp int) 0:52 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:52 Constant: 0:52 1 (const int) 0:53 textureFetch ( temp 4-component vector of int) 0:53 'g_tTex1di4' ( uniform itexture1D) 0:53 vector swizzle ( temp int) 0:53 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index ( temp int) 0:53 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:53 Constant: 0:53 1 (const int) 0:54 textureFetch ( temp 4-component vector of uint) 0:54 'g_tTex1du4' ( uniform utexture1D) 0:54 vector swizzle ( temp int) 0:54 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index ( temp int) 0:54 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:54 Constant: 0:54 1 (const int) 0:57 textureFetch ( temp 4-component vector of float) 0:57 'g_tTex2df4' ( uniform texture2D) 0:57 vector swizzle ( temp 2-component vector of int) 0:57 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) 0:57 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:57 Constant: 0:57 2 (const int) 0:58 textureFetch ( temp 4-component vector of int) 0:58 'g_tTex2di4' ( uniform itexture2D) 0:58 vector swizzle ( temp 2-component vector of int) 0:58 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) 0:58 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:58 Constant: 0:58 2 (const int) 0:59 textureFetch ( temp 4-component vector of uint) 0:59 'g_tTex2du4' ( uniform utexture2D) 0:59 vector swizzle ( temp 2-component vector of int) 0:59 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 direct index ( temp int) 0:59 c3: direct index for structure ( uniform 3-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 2 (const uint) 0:59 Constant: 0:59 2 (const int) 0:62 textureFetch ( temp 4-component vector of float) 0:62 'g_tTex3df4' ( uniform texture3D) 0:62 vector swizzle ( temp 3-component vector of int) 0:62 c4: direct index for structure ( uniform 4-component vector of int) 0:62 '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}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) 0:62 Constant: 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) 0:62 c4: direct index for structure ( uniform 4-component vector of int) 0:62 '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}) 0:62 Constant: 0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) 0:63 textureFetch ( temp 4-component vector of int) 0:63 'g_tTex3di4' ( uniform itexture3D) 0:63 vector swizzle ( temp 3-component vector of int) 0:63 c4: direct index for structure ( uniform 4-component vector of int) 0:63 '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}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) 0:63 c4: direct index for structure ( uniform 4-component vector of int) 0:63 '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}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:64 textureFetch ( temp 4-component vector of uint) 0:64 'g_tTex3du4' ( uniform utexture3D) 0:64 vector swizzle ( temp 3-component vector of int) 0:64 c4: direct index for structure ( uniform 4-component vector of int) 0:64 '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}) 0:64 Constant: 0:64 3 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) 0:64 direct index ( temp int) 0:64 c4: direct index for structure ( uniform 4-component vector of int) 0:64 '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}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:72 move second child to first child ( temp 4-component vector of float) 0:72 Color: direct index for structure ( temp 4-component vector of float) 0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: 0:72 1.000000 0:72 1.000000 0:72 1.000000 0:72 1.000000 0:73 move second child to first child ( temp float) 0:73 Depth: direct index for structure ( temp float) 0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 0:75 Branch: Return with expression 0:75 '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 179 Capability Shader Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 133 137 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_tTex1df4" 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($Global) 7 "o4" Name 22 "" Name 35 "g_tTex1di4" Name 44 "g_tTex1du4" Name 54 "g_tTex2df4" Name 67 "g_tTex2di4" Name 77 "g_tTex2du4" Name 87 "g_tTex3df4" Name 100 "g_tTex3di4" Name 110 "g_tTex3du4" Name 119 "psout" Name 130 "flattenTemp" Name 133 "@entryPointOutput.Color" Name 137 "@entryPointOutput.Depth" Name 142 "g_sSamp" Name 145 "g_tTexcdf4" Name 148 "g_tTexcdi4" Name 151 "g_tTexcdu4" Name 154 "g_tTex1df4a" Name 157 "g_tTex1di4a" Name 160 "g_tTex1du4a" Name 163 "g_tTex2df4a" Name 166 "g_tTex2di4a" Name 169 "g_tTex2du4a" Name 172 "g_tTexcdf4a" Name 175 "g_tTexcdi4a" Name 178 "g_tTexcdu4a" Decorate 14(g_tTex1df4) DescriptorSet 0 Decorate 14(g_tTex1df4) Binding 0 MemberDecorate 20($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 9 Decorate 35(g_tTex1di4) DescriptorSet 0 Decorate 35(g_tTex1di4) Binding 1 Decorate 44(g_tTex1du4) DescriptorSet 0 Decorate 44(g_tTex1du4) Binding 2 Decorate 54(g_tTex2df4) DescriptorSet 0 Decorate 54(g_tTex2df4) Binding 3 Decorate 67(g_tTex2di4) DescriptorSet 0 Decorate 67(g_tTex2di4) Binding 4 Decorate 77(g_tTex2du4) DescriptorSet 0 Decorate 77(g_tTex2du4) Binding 5 Decorate 87(g_tTex3df4) DescriptorSet 0 Decorate 87(g_tTex3df4) Binding 6 Decorate 100(g_tTex3di4) DescriptorSet 0 Decorate 100(g_tTex3di4) Binding 7 Decorate 110(g_tTex3du4) DescriptorSet 0 Decorate 110(g_tTex3du4) Binding 8 Decorate 133(@entryPointOutput.Color) Location 0 Decorate 137(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 142(g_sSamp) DescriptorSet 0 Decorate 142(g_sSamp) Binding 0 Decorate 145(g_tTexcdf4) DescriptorSet 0 Decorate 145(g_tTexcdf4) Binding 0 Decorate 148(g_tTexcdi4) DescriptorSet 0 Decorate 148(g_tTexcdi4) Binding 0 Decorate 151(g_tTexcdu4) DescriptorSet 0 Decorate 151(g_tTexcdu4) Binding 0 Decorate 154(g_tTex1df4a) DescriptorSet 0 Decorate 154(g_tTex1df4a) Binding 0 Decorate 157(g_tTex1di4a) DescriptorSet 0 Decorate 157(g_tTex1di4a) Binding 0 Decorate 160(g_tTex1du4a) DescriptorSet 0 Decorate 160(g_tTex1du4a) Binding 0 Decorate 163(g_tTex2df4a) DescriptorSet 0 Decorate 163(g_tTex2df4a) Binding 0 Decorate 166(g_tTex2di4a) DescriptorSet 0 Decorate 166(g_tTex2di4a) Binding 0 Decorate 169(g_tTex2du4a) DescriptorSet 0 Decorate 169(g_tTex2du4a) Binding 0 Decorate 172(g_tTexcdf4a) DescriptorSet 0 Decorate 172(g_tTexcdf4a) Binding 0 Decorate 175(g_tTexcdi4a) DescriptorSet 0 Decorate 175(g_tTexcdi4a) Binding 0 Decorate 178(g_tTexcdu4a) DescriptorSet 0 Decorate 178(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 sampled format:Unknown 13: TypePointer UniformConstant 12 14(g_tTex1df4): 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: TypeInt 32 0 25: 24(int) Constant 0 26: TypePointer Uniform 16(int) 29: 24(int) Constant 1 33: TypeImage 16(int) 1D sampled format:Unknown 34: TypePointer UniformConstant 33 35(g_tTex1di4): 34(ptr) Variable UniformConstant 42: TypeImage 24(int) 1D sampled format:Unknown 43: TypePointer UniformConstant 42 44(g_tTex1du4): 43(ptr) Variable UniformConstant 50: TypeVector 24(int) 4 52: TypeImage 6(float) 2D sampled format:Unknown 53: TypePointer UniformConstant 52 54(g_tTex2df4): 53(ptr) Variable UniformConstant 56: 16(int) Constant 2 57: TypePointer Uniform 18(ivec3) 61: 24(int) Constant 2 65: TypeImage 16(int) 2D sampled format:Unknown 66: TypePointer UniformConstant 65 67(g_tTex2di4): 66(ptr) Variable UniformConstant 75: TypeImage 24(int) 2D sampled format:Unknown 76: TypePointer UniformConstant 75 77(g_tTex2du4): 76(ptr) Variable UniformConstant 85: TypeImage 6(float) 3D sampled format:Unknown 86: TypePointer UniformConstant 85 87(g_tTex3df4): 86(ptr) Variable UniformConstant 89: 16(int) Constant 3 90: TypePointer Uniform 19(ivec4) 94: 24(int) Constant 3 98: TypeImage 16(int) 3D sampled format:Unknown 99: TypePointer UniformConstant 98 100(g_tTex3di4): 99(ptr) Variable UniformConstant 108: TypeImage 24(int) 3D sampled format:Unknown 109: TypePointer UniformConstant 108 110(g_tTex3du4): 109(ptr) Variable UniformConstant 118: TypePointer Function 8(PS_OUTPUT) 120: 16(int) Constant 0 121: 6(float) Constant 1065353216 122: 7(fvec4) ConstantComposite 121 121 121 121 123: TypePointer Function 7(fvec4) 125: TypePointer Function 6(float) 132: TypePointer Output 7(fvec4) 133(@entryPointOutput.Color): 132(ptr) Variable Output 136: TypePointer Output 6(float) 137(@entryPointOutput.Depth): 136(ptr) Variable Output 140: TypeSampler 141: TypePointer UniformConstant 140 142(g_sSamp): 141(ptr) Variable UniformConstant 143: TypeImage 6(float) Cube sampled format:Unknown 144: TypePointer UniformConstant 143 145(g_tTexcdf4): 144(ptr) Variable UniformConstant 146: TypeImage 16(int) Cube sampled format:Unknown 147: TypePointer UniformConstant 146 148(g_tTexcdi4): 147(ptr) Variable UniformConstant 149: TypeImage 24(int) Cube sampled format:Unknown 150: TypePointer UniformConstant 149 151(g_tTexcdu4): 150(ptr) Variable UniformConstant 152: TypeImage 6(float) 1D array sampled format:Unknown 153: TypePointer UniformConstant 152 154(g_tTex1df4a): 153(ptr) Variable UniformConstant 155: TypeImage 16(int) 1D array sampled format:Unknown 156: TypePointer UniformConstant 155 157(g_tTex1di4a): 156(ptr) Variable UniformConstant 158: TypeImage 24(int) 1D array sampled format:Unknown 159: TypePointer UniformConstant 158 160(g_tTex1du4a): 159(ptr) Variable UniformConstant 161: TypeImage 6(float) 2D array sampled format:Unknown 162: TypePointer UniformConstant 161 163(g_tTex2df4a): 162(ptr) Variable UniformConstant 164: TypeImage 16(int) 2D array sampled format:Unknown 165: TypePointer UniformConstant 164 166(g_tTex2di4a): 165(ptr) Variable UniformConstant 167: TypeImage 24(int) 2D array sampled format:Unknown 168: TypePointer UniformConstant 167 169(g_tTex2du4a): 168(ptr) Variable UniformConstant 170: TypeImage 6(float) Cube array sampled format:Unknown 171: TypePointer UniformConstant 170 172(g_tTexcdf4a): 171(ptr) Variable UniformConstant 173: TypeImage 16(int) Cube array sampled format:Unknown 174: TypePointer UniformConstant 173 175(g_tTexcdi4a): 174(ptr) Variable UniformConstant 176: TypeImage 24(int) Cube array sampled format:Unknown 177: TypePointer UniformConstant 176 178(g_tTexcdu4a): 177(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 130(flattenTemp): 118(ptr) Variable Function 131:8(PS_OUTPUT) FunctionCall 10(@main() Store 130(flattenTemp) 131 134: 123(ptr) AccessChain 130(flattenTemp) 120 135: 7(fvec4) Load 134 Store 133(@entryPointOutput.Color) 135 138: 125(ptr) AccessChain 130(flattenTemp) 23 139: 6(float) Load 138 Store 137(@entryPointOutput.Depth) 139 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 119(psout): 118(ptr) Variable Function 15: 12 Load 14(g_tTex1df4) 27: 26(ptr) AccessChain 22 23 25 28: 16(int) Load 27 30: 26(ptr) AccessChain 22 23 29 31: 16(int) Load 30 32: 7(fvec4) ImageFetch 15 28 Lod 31 36: 33 Load 35(g_tTex1di4) 37: 26(ptr) AccessChain 22 23 25 38: 16(int) Load 37 39: 26(ptr) AccessChain 22 23 29 40: 16(int) Load 39 41: 19(ivec4) ImageFetch 36 38 Lod 40 45: 42 Load 44(g_tTex1du4) 46: 26(ptr) AccessChain 22 23 25 47: 16(int) Load 46 48: 26(ptr) AccessChain 22 23 29 49: 16(int) Load 48 51: 50(ivec4) ImageFetch 45 47 Lod 49 55: 52 Load 54(g_tTex2df4) 58: 57(ptr) AccessChain 22 56 59: 18(ivec3) Load 58 60: 17(ivec2) VectorShuffle 59 59 0 1 62: 26(ptr) AccessChain 22 56 61 63: 16(int) Load 62 64: 7(fvec4) ImageFetch 55 60 Lod 63 68: 65 Load 67(g_tTex2di4) 69: 57(ptr) AccessChain 22 56 70: 18(ivec3) Load 69 71: 17(ivec2) VectorShuffle 70 70 0 1 72: 26(ptr) AccessChain 22 56 61 73: 16(int) Load 72 74: 19(ivec4) ImageFetch 68 71 Lod 73 78: 75 Load 77(g_tTex2du4) 79: 57(ptr) AccessChain 22 56 80: 18(ivec3) Load 79 81: 17(ivec2) VectorShuffle 80 80 0 1 82: 26(ptr) AccessChain 22 56 61 83: 16(int) Load 82 84: 50(ivec4) ImageFetch 78 81 Lod 83 88: 85 Load 87(g_tTex3df4) 91: 90(ptr) AccessChain 22 89 92: 19(ivec4) Load 91 93: 18(ivec3) VectorShuffle 92 92 0 1 2 95: 26(ptr) AccessChain 22 89 94 96: 16(int) Load 95 97: 7(fvec4) ImageFetch 88 93 Lod 96 101: 98 Load 100(g_tTex3di4) 102: 90(ptr) AccessChain 22 89 103: 19(ivec4) Load 102 104: 18(ivec3) VectorShuffle 103 103 0 1 2 105: 26(ptr) AccessChain 22 89 94 106: 16(int) Load 105 107: 19(ivec4) ImageFetch 101 104 Lod 106 111: 108 Load 110(g_tTex3du4) 112: 90(ptr) AccessChain 22 89 113: 19(ivec4) Load 112 114: 18(ivec3) VectorShuffle 113 113 0 1 2 115: 26(ptr) AccessChain 22 89 94 116: 16(int) Load 115 117: 50(ivec4) ImageFetch 111 114 Lod 116 124: 123(ptr) AccessChain 119(psout) 120 Store 124 122 126: 125(ptr) AccessChain 119(psout) 23 Store 126 121 127:8(PS_OUTPUT) Load 119(psout) ReturnValue 127 FunctionEnd