hlsl.load.rwtexture.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_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:44 c1: direct index for structure ( uniform 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 0 (const uint) 0:45 imageLoad ( temp 4-component vector of int) 0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 0:45 c1: direct index for structure ( uniform 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 0 (const uint) 0:46 imageLoad ( temp 4-component vector of uint) 0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) 0:46 c1: direct index for structure ( uniform 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 0 (const uint) 0:49 imageLoad ( temp 4-component vector of float) 0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D) 0:49 c2: direct index for structure ( uniform 2-component vector of int) 0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 1 (const uint) 0:50 imageLoad ( temp 4-component vector of int) 0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) 0:50 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:51 imageLoad ( temp 4-component vector of uint) 0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) 0:51 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:54 imageLoad ( temp 4-component vector of float) 0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D) 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) 0:55 imageLoad ( temp 4-component vector of int) 0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) 0:55 c3: direct index for structure ( uniform 3-component vector of int) 0:55 '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}) 0:55 Constant: 0:55 2 (const uint) 0:56 imageLoad ( temp 4-component vector of uint) 0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) 0:56 c3: direct index for structure ( uniform 3-component vector of int) 0:56 '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}) 0:56 Constant: 0:56 2 (const uint) 0:58 move second child to first child ( temp 4-component vector of float) 0:58 Color: direct index for structure ( temp 4-component vector of float) 0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1.000000 0:58 1.000000 0:58 1.000000 0:58 1.000000 0:59 move second child to first child ( temp float) 0:59 Depth: direct index for structure ( temp float) 0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 1 (const int) 0:59 Constant: 0:59 1.000000 0:61 Branch: Return with expression 0:61 '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_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) 0:44 c1: direct index for structure ( uniform 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 0 (const uint) 0:45 imageLoad ( temp 4-component vector of int) 0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) 0:45 c1: direct index for structure ( uniform 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 0 (const uint) 0:46 imageLoad ( temp 4-component vector of uint) 0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) 0:46 c1: direct index for structure ( uniform 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 0 (const uint) 0:49 imageLoad ( temp 4-component vector of float) 0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D) 0:49 c2: direct index for structure ( uniform 2-component vector of int) 0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 1 (const uint) 0:50 imageLoad ( temp 4-component vector of int) 0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) 0:50 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:51 imageLoad ( temp 4-component vector of uint) 0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) 0:51 c2: direct index for structure ( uniform 2-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 1 (const uint) 0:54 imageLoad ( temp 4-component vector of float) 0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D) 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) 0:55 imageLoad ( temp 4-component vector of int) 0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) 0:55 c3: direct index for structure ( uniform 3-component vector of int) 0:55 '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}) 0:55 Constant: 0:55 2 (const uint) 0:56 imageLoad ( temp 4-component vector of uint) 0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) 0:56 c3: direct index for structure ( uniform 3-component vector of int) 0:56 '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}) 0:56 Constant: 0:56 2 (const uint) 0:58 move second child to first child ( temp 4-component vector of float) 0:58 Color: direct index for structure ( temp 4-component vector of float) 0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1.000000 0:58 1.000000 0:58 1.000000 0:58 1.000000 0:59 move second child to first child ( temp float) 0:59 Depth: direct index for structure ( temp float) 0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:59 Constant: 0:59 1 (const int) 0:59 Constant: 0:59 1.000000 0:61 Branch: Return with expression 0:61 '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 132 Capability Shader Capability Image1D 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 104 108 ExecutionMode 4 OriginUpperLeft ExecutionMode 4 DepthReplacing Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" MemberName 8(PS_OUTPUT) 1 "Depth" Name 10 "@main(" Name 14 "g_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($Global) 7 "o4" Name 22 "" Name 30 "g_tTex1di4" Name 38 "g_tTex1du4" Name 46 "g_tTex2df4" Name 55 "g_tTex2di4" Name 62 "g_tTex2du4" Name 69 "g_tTex3df4" Name 78 "g_tTex3di4" Name 85 "g_tTex3du4" Name 91 "psout" Name 101 "flattenTemp" Name 104 "@entryPointOutput.Color" Name 108 "@entryPointOutput.Depth" Name 113 "g_sSamp" Name 116 "g_tTex1df4a" Name 119 "g_tTex1di4a" Name 122 "g_tTex1du4a" Name 125 "g_tTex2df4a" Name 128 "g_tTex2di4a" Name 131 "g_tTex2du4a" Decorate 14(g_tTex1df4) DescriptorSet 0 Decorate 14(g_tTex1df4) Binding 0 MemberDecorate 20($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 30(g_tTex1di4) DescriptorSet 0 Decorate 30(g_tTex1di4) Binding 1 Decorate 38(g_tTex1du4) DescriptorSet 0 Decorate 38(g_tTex1du4) Binding 2 Decorate 46(g_tTex2df4) DescriptorSet 0 Decorate 46(g_tTex2df4) Binding 3 Decorate 55(g_tTex2di4) DescriptorSet 0 Decorate 55(g_tTex2di4) Binding 4 Decorate 62(g_tTex2du4) DescriptorSet 0 Decorate 62(g_tTex2du4) Binding 5 Decorate 69(g_tTex3df4) DescriptorSet 0 Decorate 69(g_tTex3df4) Binding 6 Decorate 78(g_tTex3di4) DescriptorSet 0 Decorate 78(g_tTex3di4) Binding 7 Decorate 85(g_tTex3du4) DescriptorSet 0 Decorate 85(g_tTex3du4) Binding 8 Decorate 104(@entryPointOutput.Color) Location 0 Decorate 108(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 113(g_sSamp) DescriptorSet 0 Decorate 113(g_sSamp) Binding 0 Decorate 116(g_tTex1df4a) DescriptorSet 0 Decorate 116(g_tTex1df4a) Binding 0 Decorate 119(g_tTex1di4a) DescriptorSet 0 Decorate 119(g_tTex1di4a) Binding 0 Decorate 122(g_tTex1du4a) DescriptorSet 0 Decorate 122(g_tTex1du4a) Binding 0 Decorate 125(g_tTex2df4a) DescriptorSet 0 Decorate 125(g_tTex2df4a) Binding 0 Decorate 128(g_tTex2di4a) DescriptorSet 0 Decorate 128(g_tTex2di4a) Binding 0 Decorate 131(g_tTex2du4a) DescriptorSet 0 Decorate 131(g_tTex2du4a) 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 nonsampled format:Rgba32f 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 0 24: TypePointer Uniform 16(int) 28: TypeImage 16(int) 1D nonsampled format:Rgba32i 29: TypePointer UniformConstant 28 30(g_tTex1di4): 29(ptr) Variable UniformConstant 35: TypeInt 32 0 36: TypeImage 35(int) 1D nonsampled format:Rgba32ui 37: TypePointer UniformConstant 36 38(g_tTex1du4): 37(ptr) Variable UniformConstant 42: TypeVector 35(int) 4 44: TypeImage 6(float) 2D nonsampled format:Rgba32f 45: TypePointer UniformConstant 44 46(g_tTex2df4): 45(ptr) Variable UniformConstant 48: 16(int) Constant 1 49: TypePointer Uniform 17(ivec2) 53: TypeImage 16(int) 2D nonsampled format:Rgba32i 54: TypePointer UniformConstant 53 55(g_tTex2di4): 54(ptr) Variable UniformConstant 60: TypeImage 35(int) 2D nonsampled format:Rgba32ui 61: TypePointer UniformConstant 60 62(g_tTex2du4): 61(ptr) Variable UniformConstant 67: TypeImage 6(float) 3D nonsampled format:Rgba32f 68: TypePointer UniformConstant 67 69(g_tTex3df4): 68(ptr) Variable UniformConstant 71: 16(int) Constant 2 72: TypePointer Uniform 18(ivec3) 76: TypeImage 16(int) 3D nonsampled format:Rgba32i 77: TypePointer UniformConstant 76 78(g_tTex3di4): 77(ptr) Variable UniformConstant 83: TypeImage 35(int) 3D nonsampled format:Rgba32ui 84: TypePointer UniformConstant 83 85(g_tTex3du4): 84(ptr) Variable UniformConstant 90: TypePointer Function 8(PS_OUTPUT) 92: 6(float) Constant 1065353216 93: 7(fvec4) ConstantComposite 92 92 92 92 94: TypePointer Function 7(fvec4) 96: TypePointer Function 6(float) 103: TypePointer Output 7(fvec4) 104(@entryPointOutput.Color): 103(ptr) Variable Output 107: TypePointer Output 6(float) 108(@entryPointOutput.Depth): 107(ptr) Variable Output 111: TypeSampler 112: TypePointer UniformConstant 111 113(g_sSamp): 112(ptr) Variable UniformConstant 114: TypeImage 6(float) 1D array nonsampled format:Rgba32f 115: TypePointer UniformConstant 114 116(g_tTex1df4a): 115(ptr) Variable UniformConstant 117: TypeImage 16(int) 1D array nonsampled format:Rgba32i 118: TypePointer UniformConstant 117 119(g_tTex1di4a): 118(ptr) Variable UniformConstant 120: TypeImage 35(int) 1D array nonsampled format:Rgba32ui 121: TypePointer UniformConstant 120 122(g_tTex1du4a): 121(ptr) Variable UniformConstant 123: TypeImage 6(float) 2D array nonsampled format:Rgba32f 124: TypePointer UniformConstant 123 125(g_tTex2df4a): 124(ptr) Variable UniformConstant 126: TypeImage 16(int) 2D array nonsampled format:Rgba32i 127: TypePointer UniformConstant 126 128(g_tTex2di4a): 127(ptr) Variable UniformConstant 129: TypeImage 35(int) 2D array nonsampled format:Rgba32ui 130: TypePointer UniformConstant 129 131(g_tTex2du4a): 130(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 101(flattenTemp): 90(ptr) Variable Function 102:8(PS_OUTPUT) FunctionCall 10(@main() Store 101(flattenTemp) 102 105: 94(ptr) AccessChain 101(flattenTemp) 23 106: 7(fvec4) Load 105 Store 104(@entryPointOutput.Color) 106 109: 96(ptr) AccessChain 101(flattenTemp) 48 110: 6(float) Load 109 Store 108(@entryPointOutput.Depth) 110 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 91(psout): 90(ptr) Variable Function 15: 12 Load 14(g_tTex1df4) 25: 24(ptr) AccessChain 22 23 26: 16(int) Load 25 27: 7(fvec4) ImageRead 15 26 31: 28 Load 30(g_tTex1di4) 32: 24(ptr) AccessChain 22 23 33: 16(int) Load 32 34: 19(ivec4) ImageRead 31 33 39: 36 Load 38(g_tTex1du4) 40: 24(ptr) AccessChain 22 23 41: 16(int) Load 40 43: 42(ivec4) ImageRead 39 41 47: 44 Load 46(g_tTex2df4) 50: 49(ptr) AccessChain 22 48 51: 17(ivec2) Load 50 52: 7(fvec4) ImageRead 47 51 56: 53 Load 55(g_tTex2di4) 57: 49(ptr) AccessChain 22 48 58: 17(ivec2) Load 57 59: 19(ivec4) ImageRead 56 58 63: 60 Load 62(g_tTex2du4) 64: 49(ptr) AccessChain 22 48 65: 17(ivec2) Load 64 66: 42(ivec4) ImageRead 63 65 70: 67 Load 69(g_tTex3df4) 73: 72(ptr) AccessChain 22 71 74: 18(ivec3) Load 73 75: 7(fvec4) ImageRead 70 74 79: 76 Load 78(g_tTex3di4) 80: 72(ptr) AccessChain 22 71 81: 18(ivec3) Load 80 82: 19(ivec4) ImageRead 79 81 86: 83 Load 85(g_tTex3du4) 87: 72(ptr) AccessChain 22 71 88: 18(ivec3) Load 87 89: 42(ivec4) ImageRead 86 88 95: 94(ptr) AccessChain 91(psout) 23 Store 95 93 97: 96(ptr) AccessChain 91(psout) 48 Store 97 92 98:8(PS_OUTPUT) Load 91(psout) ReturnValue 98 FunctionEnd