hlsl.load.offsetarray.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 textureFetchOffset ( 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) 0:52 o1: direct index for structure ( uniform 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 4 (const uint) 0:53 textureFetchOffset ( 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) 0:53 o1: direct index for structure ( uniform 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 4 (const uint) 0:54 textureFetchOffset ( 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) 0:54 o1: direct index for structure ( uniform 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 4 (const uint) 0:57 textureFetchOffset ( 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) 0:57 o2: direct index for structure ( uniform 2-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 5 (const uint) 0:58 textureFetchOffset ( 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) 0:58 o2: direct index for structure ( uniform 2-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 5 (const uint) 0:59 textureFetchOffset ( 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) 0:59 o2: direct index for structure ( uniform 2-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 5 (const uint) 0:65 move second child to first child ( temp 4-component vector of float) 0:65 Color: direct index for structure ( temp 4-component vector of float) 0:65 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 0 (const int) 0:65 Constant: 0:65 1.000000 0:65 1.000000 0:65 1.000000 0:65 1.000000 0:66 move second child to first child ( temp float) 0:66 Depth: direct index for structure ( temp float) 0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Constant: 0:66 1.000000 0:68 Branch: Return with expression 0:68 '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 textureFetchOffset ( 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) 0:52 o1: direct index for structure ( uniform 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 4 (const uint) 0:53 textureFetchOffset ( 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) 0:53 o1: direct index for structure ( uniform 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 4 (const uint) 0:54 textureFetchOffset ( 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) 0:54 o1: direct index for structure ( uniform 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 4 (const uint) 0:57 textureFetchOffset ( 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) 0:57 o2: direct index for structure ( uniform 2-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 5 (const uint) 0:58 textureFetchOffset ( 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) 0:58 o2: direct index for structure ( uniform 2-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 5 (const uint) 0:59 textureFetchOffset ( 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) 0:59 o2: direct index for structure ( uniform 2-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 5 (const uint) 0:65 move second child to first child ( temp 4-component vector of float) 0:65 Color: direct index for structure ( temp 4-component vector of float) 0:65 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:65 Constant: 0:65 0 (const int) 0:65 Constant: 0:65 1.000000 0:65 1.000000 0:65 1.000000 0:65 1.000000 0:66 move second child to first child ( temp float) 0:66 Depth: direct index for structure ( temp float) 0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:66 Constant: 0:66 1 (const int) 0:66 Constant: 0:66 1.000000 0:68 Branch: Return with expression 0:68 '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) Validation failed // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 174 Capability Shader Capability ImageGatherExtended Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 119 123 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($Global) 7 "o4" Name 22 "" Name 39 "g_tTex1di4a" Name 51 "g_tTex1du4a" Name 64 "g_tTex2df4a" Name 81 "g_tTex2di4a" Name 93 "g_tTex2du4a" Name 104 "psout" Name 116 "flattenTemp" Name 119 "@entryPointOutput.Color" Name 123 "@entryPointOutput.Depth" Name 128 "g_sSamp" Name 131 "g_tTex1df4" Name 134 "g_tTex1di4" Name 137 "g_tTex1du4" Name 140 "g_tTex2df4" Name 143 "g_tTex2di4" Name 146 "g_tTex2du4" Name 149 "g_tTex3df4" Name 152 "g_tTex3di4" Name 155 "g_tTex3du4" Name 158 "g_tTexcdf4" Name 161 "g_tTexcdi4" Name 164 "g_tTexcdu4" Name 167 "g_tTexcdf4a" Name 170 "g_tTexcdi4a" Name 173 "g_tTexcdu4a" Decorate 14(g_tTex1df4a) DescriptorSet 0 Decorate 14(g_tTex1df4a) Binding 1 MemberDecorate 20($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 39(g_tTex1di4a) DescriptorSet 0 Decorate 39(g_tTex1di4a) Binding 2 Decorate 51(g_tTex1du4a) DescriptorSet 0 Decorate 51(g_tTex1du4a) Binding 3 Decorate 64(g_tTex2df4a) DescriptorSet 0 Decorate 64(g_tTex2df4a) Binding 4 Decorate 81(g_tTex2di4a) DescriptorSet 0 Decorate 81(g_tTex2di4a) Binding 5 Decorate 93(g_tTex2du4a) DescriptorSet 0 Decorate 93(g_tTex2du4a) Binding 6 Decorate 119(@entryPointOutput.Color) Location 0 Decorate 123(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 128(g_sSamp) DescriptorSet 0 Decorate 128(g_sSamp) Binding 0 Decorate 131(g_tTex1df4) DescriptorSet 0 Decorate 131(g_tTex1df4) Binding 0 Decorate 134(g_tTex1di4) DescriptorSet 0 Decorate 134(g_tTex1di4) Binding 0 Decorate 137(g_tTex1du4) DescriptorSet 0 Decorate 137(g_tTex1du4) Binding 0 Decorate 140(g_tTex2df4) DescriptorSet 0 Decorate 140(g_tTex2df4) Binding 0 Decorate 143(g_tTex2di4) DescriptorSet 0 Decorate 143(g_tTex2di4) Binding 0 Decorate 146(g_tTex2du4) DescriptorSet 0 Decorate 146(g_tTex2du4) Binding 0 Decorate 149(g_tTex3df4) DescriptorSet 0 Decorate 149(g_tTex3df4) Binding 0 Decorate 152(g_tTex3di4) DescriptorSet 0 Decorate 152(g_tTex3di4) Binding 0 Decorate 155(g_tTex3du4) DescriptorSet 0 Decorate 155(g_tTex3du4) Binding 0 Decorate 158(g_tTexcdf4) DescriptorSet 0 Decorate 158(g_tTexcdf4) Binding 0 Decorate 161(g_tTexcdi4) DescriptorSet 0 Decorate 161(g_tTexcdi4) Binding 0 Decorate 164(g_tTexcdu4) DescriptorSet 0 Decorate 164(g_tTexcdu4) Binding 0 Decorate 167(g_tTexcdf4a) DescriptorSet 0 Decorate 167(g_tTexcdf4a) Binding 0 Decorate 170(g_tTexcdi4a) DescriptorSet 0 Decorate 170(g_tTexcdi4a) Binding 0 Decorate 173(g_tTexcdu4a) DescriptorSet 0 Decorate 173(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) 33: 16(int) Constant 4 37: TypeImage 16(int) 1D array sampled format:Unknown 38: TypePointer UniformConstant 37 39(g_tTex1di4a): 38(ptr) Variable UniformConstant 49: TypeImage 28(int) 1D array sampled format:Unknown 50: TypePointer UniformConstant 49 51(g_tTex1du4a): 50(ptr) Variable UniformConstant 60: TypeVector 28(int) 4 62: TypeImage 6(float) 2D array sampled format:Unknown 63: TypePointer UniformConstant 62 64(g_tTex2df4a): 63(ptr) Variable UniformConstant 66: 16(int) Constant 3 67: TypePointer Uniform 19(ivec4) 71: 28(int) Constant 3 74: 16(int) Constant 5 75: TypePointer Uniform 17(ivec2) 79: TypeImage 16(int) 2D array sampled format:Unknown 80: TypePointer UniformConstant 79 81(g_tTex2di4a): 80(ptr) Variable UniformConstant 91: TypeImage 28(int) 2D array sampled format:Unknown 92: TypePointer UniformConstant 91 93(g_tTex2du4a): 92(ptr) Variable UniformConstant 103: TypePointer Function 8(PS_OUTPUT) 105: 16(int) Constant 0 106: 6(float) Constant 1065353216 107: 7(fvec4) ConstantComposite 106 106 106 106 108: TypePointer Function 7(fvec4) 110: 16(int) Constant 1 111: TypePointer Function 6(float) 118: TypePointer Output 7(fvec4) 119(@entryPointOutput.Color): 118(ptr) Variable Output 122: TypePointer Output 6(float) 123(@entryPointOutput.Depth): 122(ptr) Variable Output 126: TypeSampler 127: TypePointer UniformConstant 126 128(g_sSamp): 127(ptr) Variable UniformConstant 129: TypeImage 6(float) 1D sampled format:Unknown 130: TypePointer UniformConstant 129 131(g_tTex1df4): 130(ptr) Variable UniformConstant 132: TypeImage 16(int) 1D sampled format:Unknown 133: TypePointer UniformConstant 132 134(g_tTex1di4): 133(ptr) Variable UniformConstant 135: TypeImage 28(int) 1D sampled format:Unknown 136: TypePointer UniformConstant 135 137(g_tTex1du4): 136(ptr) Variable UniformConstant 138: TypeImage 6(float) 2D sampled format:Unknown 139: TypePointer UniformConstant 138 140(g_tTex2df4): 139(ptr) Variable UniformConstant 141: TypeImage 16(int) 2D sampled format:Unknown 142: TypePointer UniformConstant 141 143(g_tTex2di4): 142(ptr) Variable UniformConstant 144: TypeImage 28(int) 2D sampled format:Unknown 145: TypePointer UniformConstant 144 146(g_tTex2du4): 145(ptr) Variable UniformConstant 147: TypeImage 6(float) 3D sampled format:Unknown 148: TypePointer UniformConstant 147 149(g_tTex3df4): 148(ptr) Variable UniformConstant 150: TypeImage 16(int) 3D sampled format:Unknown 151: TypePointer UniformConstant 150 152(g_tTex3di4): 151(ptr) Variable UniformConstant 153: TypeImage 28(int) 3D sampled format:Unknown 154: TypePointer UniformConstant 153 155(g_tTex3du4): 154(ptr) Variable UniformConstant 156: TypeImage 6(float) Cube sampled format:Unknown 157: TypePointer UniformConstant 156 158(g_tTexcdf4): 157(ptr) Variable UniformConstant 159: TypeImage 16(int) Cube sampled format:Unknown 160: TypePointer UniformConstant 159 161(g_tTexcdi4): 160(ptr) Variable UniformConstant 162: TypeImage 28(int) Cube sampled format:Unknown 163: TypePointer UniformConstant 162 164(g_tTexcdu4): 163(ptr) Variable UniformConstant 165: TypeImage 6(float) Cube array sampled format:Unknown 166: TypePointer UniformConstant 165 167(g_tTexcdf4a): 166(ptr) Variable UniformConstant 168: TypeImage 16(int) Cube array sampled format:Unknown 169: TypePointer UniformConstant 168 170(g_tTexcdi4a): 169(ptr) Variable UniformConstant 171: TypeImage 28(int) Cube array sampled format:Unknown 172: TypePointer UniformConstant 171 173(g_tTexcdu4a): 172(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 116(flattenTemp): 103(ptr) Variable Function 117:8(PS_OUTPUT) FunctionCall 10(@main() Store 116(flattenTemp) 117 120: 108(ptr) AccessChain 116(flattenTemp) 105 121: 7(fvec4) Load 120 Store 119(@entryPointOutput.Color) 121 124: 111(ptr) AccessChain 116(flattenTemp) 110 125: 6(float) Load 124 Store 123(@entryPointOutput.Depth) 125 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 104(psout): 103(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 34: 30(ptr) AccessChain 22 33 35: 16(int) Load 34 36: 7(fvec4) ImageFetch 15 27 Lod Offset 32 35 40: 37 Load 39(g_tTex1di4a) 41: 24(ptr) AccessChain 22 23 42: 18(ivec3) Load 41 43: 17(ivec2) VectorShuffle 42 42 0 1 44: 30(ptr) AccessChain 22 23 29 45: 16(int) Load 44 46: 30(ptr) AccessChain 22 33 47: 16(int) Load 46 48: 19(ivec4) ImageFetch 40 43 Lod Offset 45 47 52: 49 Load 51(g_tTex1du4a) 53: 24(ptr) AccessChain 22 23 54: 18(ivec3) Load 53 55: 17(ivec2) VectorShuffle 54 54 0 1 56: 30(ptr) AccessChain 22 23 29 57: 16(int) Load 56 58: 30(ptr) AccessChain 22 33 59: 16(int) Load 58 61: 60(ivec4) ImageFetch 52 55 Lod Offset 57 59 65: 62 Load 64(g_tTex2df4a) 68: 67(ptr) AccessChain 22 66 69: 19(ivec4) Load 68 70: 18(ivec3) VectorShuffle 69 69 0 1 2 72: 30(ptr) AccessChain 22 66 71 73: 16(int) Load 72 76: 75(ptr) AccessChain 22 74 77: 17(ivec2) Load 76 78: 7(fvec4) ImageFetch 65 70 Lod Offset 73 77 82: 79 Load 81(g_tTex2di4a) 83: 67(ptr) AccessChain 22 66 84: 19(ivec4) Load 83 85: 18(ivec3) VectorShuffle 84 84 0 1 2 86: 30(ptr) AccessChain 22 66 71 87: 16(int) Load 86 88: 75(ptr) AccessChain 22 74 89: 17(ivec2) Load 88 90: 19(ivec4) ImageFetch 82 85 Lod Offset 87 89 94: 91 Load 93(g_tTex2du4a) 95: 67(ptr) AccessChain 22 66 96: 19(ivec4) Load 95 97: 18(ivec3) VectorShuffle 96 96 0 1 2 98: 30(ptr) AccessChain 22 66 71 99: 16(int) Load 98 100: 75(ptr) AccessChain 22 74 101: 17(ivec2) Load 100 102: 60(ivec4) ImageFetch 94 97 Lod Offset 99 101 109: 108(ptr) AccessChain 104(psout) 105 Store 109 107 112: 111(ptr) AccessChain 104(psout) 110 Store 112 106 113:8(PS_OUTPUT) Load 104(psout) ReturnValue 113 FunctionEnd