hlsl.load.rwtexture.array.dx10.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Function Parameters: 0:? Sequence 0:44 imageLoad ( temp 4-component vector of float) 0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) 0:44 c2: direct index for structure ( uniform 2-component vector of int) 0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 1 (const uint) 0:45 imageLoad ( temp 4-component vector of int) 0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) 0:45 c2: direct index for structure ( uniform 2-component vector of int) 0:45 '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}) 0:45 Constant: 0:45 1 (const uint) 0:46 imageLoad ( temp 4-component vector of uint) 0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) 0:46 c2: direct index for structure ( uniform 2-component vector of int) 0:46 '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}) 0:46 Constant: 0:46 1 (const uint) 0:49 imageLoad ( temp 4-component vector of float) 0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) 0:49 c3: direct index for structure ( uniform 3-component vector of int) 0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 2 (const uint) 0:50 imageLoad ( temp 4-component vector of int) 0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) 0:50 c3: direct index for structure ( uniform 3-component vector of int) 0:50 '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}) 0:50 Constant: 0:50 2 (const uint) 0:51 imageLoad ( temp 4-component vector of uint) 0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) 0:51 c3: direct index for structure ( uniform 3-component vector of int) 0:51 '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}) 0:51 Constant: 0:51 2 (const uint) 0:53 move second child to first child ( temp 4-component vector of float) 0:53 Color: direct index for structure ( temp 4-component vector of float) 0:53 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1.000000 0:53 1.000000 0:53 1.000000 0:53 1.000000 0:54 move second child to first child ( temp float) 0:54 Depth: direct index for structure ( temp float) 0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 1 (const int) 0:54 Constant: 0:54 1.000000 0:56 Branch: Return with expression 0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Function Definition: main( ( temp void) 0:40 Function Parameters: 0:? Sequence 0:40 Sequence 0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:40 Color: direct index for structure ( temp 4-component vector of float) 0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:40 Depth: direct index for structure ( temp float) 0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) 0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D) 0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) 0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) 0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D) 0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) 0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) 0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) 0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) 0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) 0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) 0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) 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 0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Function Parameters: 0:? Sequence 0:44 imageLoad ( temp 4-component vector of float) 0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) 0:44 c2: direct index for structure ( uniform 2-component vector of int) 0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 1 (const uint) 0:45 imageLoad ( temp 4-component vector of int) 0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) 0:45 c2: direct index for structure ( uniform 2-component vector of int) 0:45 '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}) 0:45 Constant: 0:45 1 (const uint) 0:46 imageLoad ( temp 4-component vector of uint) 0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) 0:46 c2: direct index for structure ( uniform 2-component vector of int) 0:46 '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}) 0:46 Constant: 0:46 1 (const uint) 0:49 imageLoad ( temp 4-component vector of float) 0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) 0:49 c3: direct index for structure ( uniform 3-component vector of int) 0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 2 (const uint) 0:50 imageLoad ( temp 4-component vector of int) 0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) 0:50 c3: direct index for structure ( uniform 3-component vector of int) 0:50 '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}) 0:50 Constant: 0:50 2 (const uint) 0:51 imageLoad ( temp 4-component vector of uint) 0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) 0:51 c3: direct index for structure ( uniform 3-component vector of int) 0:51 '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}) 0:51 Constant: 0:51 2 (const uint) 0:53 move second child to first child ( temp 4-component vector of float) 0:53 Color: direct index for structure ( temp 4-component vector of float) 0:53 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1.000000 0:53 1.000000 0:53 1.000000 0:53 1.000000 0:54 move second child to first child ( temp float) 0:54 Depth: direct index for structure ( temp float) 0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 1 (const int) 0:54 Constant: 0:54 1.000000 0:56 Branch: Return with expression 0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Function Definition: main( ( temp void) 0:40 Function Parameters: 0:? Sequence 0:40 Sequence 0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:40 Color: direct index for structure ( temp 4-component vector of float) 0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:40 Depth: direct index for structure ( temp float) 0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) 0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D) 0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) 0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) 0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D) 0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) 0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) 0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) 0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) 0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) 0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) 0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) 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 119 Capability Shader Capability Image1D 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 82 86 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($Global) 7 "o4" Name 22 "" Name 30 "g_tTex1di4a" Name 38 "g_tTex1du4a" Name 46 "g_tTex2df4a" Name 55 "g_tTex2di4a" Name 62 "g_tTex2du4a" Name 68 "psout" Name 79 "flattenTemp" Name 82 "@entryPointOutput.Color" Name 86 "@entryPointOutput.Depth" Name 91 "g_sSamp" Name 94 "g_tTex1df4" Name 97 "g_tTex1di4" Name 100 "g_tTex1du4" Name 103 "g_tTex2df4" Name 106 "g_tTex2di4" Name 109 "g_tTex2du4" Name 112 "g_tTex3df4" Name 115 "g_tTex3di4" Name 118 "g_tTex3du4" Decorate 14(g_tTex1df4a) DescriptorSet 0 Decorate 14(g_tTex1df4a) Binding 1 MemberDecorate 20($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 30(g_tTex1di4a) DescriptorSet 0 Decorate 30(g_tTex1di4a) Binding 2 Decorate 38(g_tTex1du4a) DescriptorSet 0 Decorate 38(g_tTex1du4a) Binding 3 Decorate 46(g_tTex2df4a) DescriptorSet 0 Decorate 46(g_tTex2df4a) Binding 4 Decorate 55(g_tTex2di4a) DescriptorSet 0 Decorate 55(g_tTex2di4a) Binding 5 Decorate 62(g_tTex2du4a) DescriptorSet 0 Decorate 62(g_tTex2du4a) Binding 6 Decorate 82(@entryPointOutput.Color) Location 0 Decorate 86(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 91(g_sSamp) DescriptorSet 0 Decorate 91(g_sSamp) Binding 0 Decorate 94(g_tTex1df4) DescriptorSet 0 Decorate 94(g_tTex1df4) Binding 0 Decorate 97(g_tTex1di4) DescriptorSet 0 Decorate 97(g_tTex1di4) Binding 0 Decorate 100(g_tTex1du4) DescriptorSet 0 Decorate 100(g_tTex1du4) Binding 0 Decorate 103(g_tTex2df4) DescriptorSet 0 Decorate 103(g_tTex2df4) Binding 0 Decorate 106(g_tTex2di4) DescriptorSet 0 Decorate 106(g_tTex2di4) Binding 0 Decorate 109(g_tTex2du4) DescriptorSet 0 Decorate 109(g_tTex2du4) Binding 0 Decorate 112(g_tTex3df4) DescriptorSet 0 Decorate 112(g_tTex3df4) Binding 0 Decorate 115(g_tTex3di4) DescriptorSet 0 Decorate 115(g_tTex3di4) Binding 0 Decorate 118(g_tTex3du4) DescriptorSet 0 Decorate 118(g_tTex3du4) 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 nonsampled format:Rgba32f 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 1 24: TypePointer Uniform 17(ivec2) 28: TypeImage 16(int) 1D array nonsampled format:Rgba32i 29: TypePointer UniformConstant 28 30(g_tTex1di4a): 29(ptr) Variable UniformConstant 35: TypeInt 32 0 36: TypeImage 35(int) 1D array nonsampled format:Rgba32ui 37: TypePointer UniformConstant 36 38(g_tTex1du4a): 37(ptr) Variable UniformConstant 42: TypeVector 35(int) 4 44: TypeImage 6(float) 2D array nonsampled format:Rgba32f 45: TypePointer UniformConstant 44 46(g_tTex2df4a): 45(ptr) Variable UniformConstant 48: 16(int) Constant 2 49: TypePointer Uniform 18(ivec3) 53: TypeImage 16(int) 2D array nonsampled format:Rgba32i 54: TypePointer UniformConstant 53 55(g_tTex2di4a): 54(ptr) Variable UniformConstant 60: TypeImage 35(int) 2D array nonsampled format:Rgba32ui 61: TypePointer UniformConstant 60 62(g_tTex2du4a): 61(ptr) Variable UniformConstant 67: TypePointer Function 8(PS_OUTPUT) 69: 16(int) Constant 0 70: 6(float) Constant 1065353216 71: 7(fvec4) ConstantComposite 70 70 70 70 72: TypePointer Function 7(fvec4) 74: TypePointer Function 6(float) 81: TypePointer Output 7(fvec4) 82(@entryPointOutput.Color): 81(ptr) Variable Output 85: TypePointer Output 6(float) 86(@entryPointOutput.Depth): 85(ptr) Variable Output 89: TypeSampler 90: TypePointer UniformConstant 89 91(g_sSamp): 90(ptr) Variable UniformConstant 92: TypeImage 6(float) 1D nonsampled format:Rgba32f 93: TypePointer UniformConstant 92 94(g_tTex1df4): 93(ptr) Variable UniformConstant 95: TypeImage 16(int) 1D nonsampled format:Rgba32i 96: TypePointer UniformConstant 95 97(g_tTex1di4): 96(ptr) Variable UniformConstant 98: TypeImage 35(int) 1D nonsampled format:Rgba32ui 99: TypePointer UniformConstant 98 100(g_tTex1du4): 99(ptr) Variable UniformConstant 101: TypeImage 6(float) 2D nonsampled format:Rgba32f 102: TypePointer UniformConstant 101 103(g_tTex2df4): 102(ptr) Variable UniformConstant 104: TypeImage 16(int) 2D nonsampled format:Rgba32i 105: TypePointer UniformConstant 104 106(g_tTex2di4): 105(ptr) Variable UniformConstant 107: TypeImage 35(int) 2D nonsampled format:Rgba32ui 108: TypePointer UniformConstant 107 109(g_tTex2du4): 108(ptr) Variable UniformConstant 110: TypeImage 6(float) 3D nonsampled format:Rgba32f 111: TypePointer UniformConstant 110 112(g_tTex3df4): 111(ptr) Variable UniformConstant 113: TypeImage 16(int) 3D nonsampled format:Rgba32i 114: TypePointer UniformConstant 113 115(g_tTex3di4): 114(ptr) Variable UniformConstant 116: TypeImage 35(int) 3D nonsampled format:Rgba32ui 117: TypePointer UniformConstant 116 118(g_tTex3du4): 117(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 79(flattenTemp): 67(ptr) Variable Function 80:8(PS_OUTPUT) FunctionCall 10(@main() Store 79(flattenTemp) 80 83: 72(ptr) AccessChain 79(flattenTemp) 69 84: 7(fvec4) Load 83 Store 82(@entryPointOutput.Color) 84 87: 74(ptr) AccessChain 79(flattenTemp) 23 88: 6(float) Load 87 Store 86(@entryPointOutput.Depth) 88 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 68(psout): 67(ptr) Variable Function 15: 12 Load 14(g_tTex1df4a) 25: 24(ptr) AccessChain 22 23 26: 17(ivec2) Load 25 27: 7(fvec4) ImageRead 15 26 31: 28 Load 30(g_tTex1di4a) 32: 24(ptr) AccessChain 22 23 33: 17(ivec2) Load 32 34: 19(ivec4) ImageRead 31 33 39: 36 Load 38(g_tTex1du4a) 40: 24(ptr) AccessChain 22 23 41: 17(ivec2) Load 40 43: 42(ivec4) ImageRead 39 41 47: 44 Load 46(g_tTex2df4a) 50: 49(ptr) AccessChain 22 48 51: 18(ivec3) Load 50 52: 7(fvec4) ImageRead 47 51 56: 53 Load 55(g_tTex2di4a) 57: 49(ptr) AccessChain 22 48 58: 18(ivec3) Load 57 59: 19(ivec4) ImageRead 56 58 63: 60 Load 62(g_tTex2du4a) 64: 49(ptr) AccessChain 22 48 65: 18(ivec3) Load 64 66: 42(ivec4) ImageRead 63 65 73: 72(ptr) AccessChain 68(psout) 69 Store 73 71 75: 74(ptr) AccessChain 68(psout) 23 Store 75 70 76:8(PS_OUTPUT) Load 68(psout) ReturnValue 76 FunctionEnd