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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