hlsl.load.2dms.dx10.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:23 Function Definition: getOffset( ( temp 2-component vector of int) 0:23 Function Parameters: 0:? Sequence 0:24 Branch: Return with expression 0:24 Constant: 0:24 1 (const int) 0:24 1 (const int) 0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch ( temp 4-component vector of float) 0:32 'g_tTex2dmsf4' ( uniform texture2DMS) 0:32 c2: direct index for structure ( uniform 2-component vector of int) 0:32 '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}) 0:32 Constant: 0:32 1 (const uint) 0:32 Constant: 0:32 3 (const int) 0:33 textureFetch ( temp 4-component vector of int) 0:33 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:33 c2: direct index for structure ( uniform 2-component vector of int) 0:33 '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}) 0:33 Constant: 0:33 1 (const uint) 0:33 Constant: 0:33 3 (const int) 0:34 textureFetch ( temp 4-component vector of uint) 0:34 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:34 c2: direct index for structure ( uniform 2-component vector of int) 0:34 '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}) 0:34 Constant: 0:34 1 (const uint) 0:34 Constant: 0:34 3 (const int) 0:37 textureFetchOffset ( temp 4-component vector of float) 0:37 'g_tTex2dmsf4' ( uniform texture2DMS) 0:37 c2: direct index for structure ( uniform 2-component vector of int) 0:37 '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}) 0:37 Constant: 0:37 1 (const uint) 0:37 Constant: 0:37 3 (const int) 0:37 Function Call: getOffset( ( temp 2-component vector of int) 0:38 textureFetchOffset ( temp 4-component vector of int) 0:38 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:38 c2: direct index for structure ( uniform 2-component vector of int) 0:38 '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}) 0:38 Constant: 0:38 1 (const uint) 0:38 Constant: 0:38 3 (const int) 0:38 Function Call: getOffset( ( temp 2-component vector of int) 0:39 textureFetchOffset ( temp 4-component vector of uint) 0:39 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:39 c2: direct index for structure ( uniform 2-component vector of int) 0:39 '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}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: 0:39 3 (const int) 0:39 Function Call: getOffset( ( temp 2-component vector of int) 0:42 textureFetch ( temp 4-component vector of float) 0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:42 c3: direct index for structure ( uniform 3-component vector of int) 0:42 '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}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: 0:42 3 (const int) 0:43 textureFetch ( temp 4-component vector of int) 0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:43 c3: direct index for structure ( uniform 3-component vector of int) 0:43 '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}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: 0:43 3 (const int) 0:44 textureFetch ( temp 4-component vector of uint) 0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 0:44 c3: direct index for structure ( uniform 3-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}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 3 (const int) 0:47 textureFetchOffset ( temp 4-component vector of float) 0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:47 c3: direct index for structure ( uniform 3-component vector of int) 0:47 '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}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) 0:47 Function Call: getOffset( ( temp 2-component vector of int) 0:48 textureFetchOffset ( temp 4-component vector of int) 0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:48 c3: direct index for structure ( uniform 3-component vector of int) 0:48 '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}) 0:48 Constant: 0:48 2 (const uint) 0:48 Constant: 0:48 3 (const int) 0:48 Function Call: getOffset( ( temp 2-component vector of int) 0:49 textureFetchOffset ( temp 4-component vector of uint) 0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 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}) 0:49 Constant: 0:49 2 (const uint) 0:49 Constant: 0:49 3 (const int) 0:49 Function Call: getOffset( ( temp 2-component vector of int) 0:51 move second child to first child ( temp 4-component vector of float) 0:51 Color: direct index for structure ( temp 4-component vector of float) 0:51 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:52 move second child to first child ( temp float) 0:52 Depth: direct index for structure ( temp float) 0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 0:54 Branch: Return with expression 0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence 0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:28 Color: direct index for structure ( temp 4-component vector of float) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) 0:28 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:28 Depth: direct index for structure ( temp float) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex2dmsf4' ( uniform texture2DMS) 0:? 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:? 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 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}) 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 0:23 Function Definition: getOffset( ( temp 2-component vector of int) 0:23 Function Parameters: 0:? Sequence 0:24 Branch: Return with expression 0:24 Constant: 0:24 1 (const int) 0:24 1 (const int) 0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch ( temp 4-component vector of float) 0:32 'g_tTex2dmsf4' ( uniform texture2DMS) 0:32 c2: direct index for structure ( uniform 2-component vector of int) 0:32 '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}) 0:32 Constant: 0:32 1 (const uint) 0:32 Constant: 0:32 3 (const int) 0:33 textureFetch ( temp 4-component vector of int) 0:33 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:33 c2: direct index for structure ( uniform 2-component vector of int) 0:33 '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}) 0:33 Constant: 0:33 1 (const uint) 0:33 Constant: 0:33 3 (const int) 0:34 textureFetch ( temp 4-component vector of uint) 0:34 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:34 c2: direct index for structure ( uniform 2-component vector of int) 0:34 '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}) 0:34 Constant: 0:34 1 (const uint) 0:34 Constant: 0:34 3 (const int) 0:37 textureFetchOffset ( temp 4-component vector of float) 0:37 'g_tTex2dmsf4' ( uniform texture2DMS) 0:37 c2: direct index for structure ( uniform 2-component vector of int) 0:37 '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}) 0:37 Constant: 0:37 1 (const uint) 0:37 Constant: 0:37 3 (const int) 0:37 Function Call: getOffset( ( temp 2-component vector of int) 0:38 textureFetchOffset ( temp 4-component vector of int) 0:38 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:38 c2: direct index for structure ( uniform 2-component vector of int) 0:38 '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}) 0:38 Constant: 0:38 1 (const uint) 0:38 Constant: 0:38 3 (const int) 0:38 Function Call: getOffset( ( temp 2-component vector of int) 0:39 textureFetchOffset ( temp 4-component vector of uint) 0:39 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:39 c2: direct index for structure ( uniform 2-component vector of int) 0:39 '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}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: 0:39 3 (const int) 0:39 Function Call: getOffset( ( temp 2-component vector of int) 0:42 textureFetch ( temp 4-component vector of float) 0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:42 c3: direct index for structure ( uniform 3-component vector of int) 0:42 '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}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: 0:42 3 (const int) 0:43 textureFetch ( temp 4-component vector of int) 0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:43 c3: direct index for structure ( uniform 3-component vector of int) 0:43 '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}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: 0:43 3 (const int) 0:44 textureFetch ( temp 4-component vector of uint) 0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 0:44 c3: direct index for structure ( uniform 3-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}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 3 (const int) 0:47 textureFetchOffset ( temp 4-component vector of float) 0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:47 c3: direct index for structure ( uniform 3-component vector of int) 0:47 '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}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) 0:47 Function Call: getOffset( ( temp 2-component vector of int) 0:48 textureFetchOffset ( temp 4-component vector of int) 0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:48 c3: direct index for structure ( uniform 3-component vector of int) 0:48 '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}) 0:48 Constant: 0:48 2 (const uint) 0:48 Constant: 0:48 3 (const int) 0:48 Function Call: getOffset( ( temp 2-component vector of int) 0:49 textureFetchOffset ( temp 4-component vector of uint) 0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 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}) 0:49 Constant: 0:49 2 (const uint) 0:49 Constant: 0:49 3 (const int) 0:49 Function Call: getOffset( ( temp 2-component vector of int) 0:51 move second child to first child ( temp 4-component vector of float) 0:51 Color: direct index for structure ( temp 4-component vector of float) 0:51 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:52 move second child to first child ( temp float) 0:52 Depth: direct index for structure ( temp float) 0:52 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 0:54 Branch: Return with expression 0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Definition: main( ( temp void) 0:28 Function Parameters: 0:? Sequence 0:28 Sequence 0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:28 Color: direct index for structure ( temp 4-component vector of float) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 0 (const int) 0:28 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:28 Depth: direct index for structure ( temp float) 0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:28 Constant: 0:28 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex2dmsf4' ( uniform texture2DMS) 0:? 'g_tTex2dmsi4' ( uniform itexture2DMS) 0:? 'g_tTex2dmsu4' ( uniform utexture2DMS) 0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) 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}) 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): 8000b // Id's are bound by 129 Capability Shader Capability ImageGatherExtended 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 9 "getOffset(" Name 13 "PS_OUTPUT" MemberName 13(PS_OUTPUT) 0 "Color" MemberName 13(PS_OUTPUT) 1 "Depth" Name 15 "@main(" Name 23 "g_tTex2dmsf4" Name 27 "$Global" MemberName 27($Global) 0 "c1" MemberName 27($Global) 1 "c2" MemberName 27($Global) 2 "c3" MemberName 27($Global) 3 "c4" Name 29 "" Name 37 "g_tTex2dmsi4" Name 45 "g_tTex2dmsu4" Name 68 "g_tTex2dmsf4a" Name 77 "g_tTex2dmsi4a" Name 84 "g_tTex2dmsu4a" Name 105 "psout" Name 116 "flattenTemp" Name 119 "@entryPointOutput.Color" Name 123 "@entryPointOutput.Depth" Name 128 "g_sSamp" Decorate 23(g_tTex2dmsf4) DescriptorSet 0 Decorate 23(g_tTex2dmsf4) Binding 1 MemberDecorate 27($Global) 0 Offset 0 MemberDecorate 27($Global) 1 Offset 8 MemberDecorate 27($Global) 2 Offset 16 MemberDecorate 27($Global) 3 Offset 32 Decorate 27($Global) Block Decorate 29 DescriptorSet 0 Decorate 29 Binding 7 Decorate 37(g_tTex2dmsi4) DescriptorSet 0 Decorate 37(g_tTex2dmsi4) Binding 2 Decorate 45(g_tTex2dmsu4) DescriptorSet 0 Decorate 45(g_tTex2dmsu4) Binding 3 Decorate 68(g_tTex2dmsf4a) DescriptorSet 0 Decorate 68(g_tTex2dmsf4a) Binding 4 Decorate 77(g_tTex2dmsi4a) DescriptorSet 0 Decorate 77(g_tTex2dmsi4a) Binding 5 Decorate 84(g_tTex2dmsu4a) DescriptorSet 0 Decorate 84(g_tTex2dmsu4a) 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 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 1 7: TypeVector 6(int) 2 8: TypeFunction 7(ivec2) 11: TypeFloat 32 12: TypeVector 11(float) 4 13(PS_OUTPUT): TypeStruct 12(fvec4) 11(float) 14: TypeFunction 13(PS_OUTPUT) 17: 6(int) Constant 1 18: 7(ivec2) ConstantComposite 17 17 21: TypeImage 11(float) 2D multi-sampled sampled format:Unknown 22: TypePointer UniformConstant 21 23(g_tTex2dmsf4): 22(ptr) Variable UniformConstant 25: TypeVector 6(int) 3 26: TypeVector 6(int) 4 27($Global): TypeStruct 6(int) 7(ivec2) 25(ivec3) 26(ivec4) 28: TypePointer Uniform 27($Global) 29: 28(ptr) Variable Uniform 30: TypePointer Uniform 7(ivec2) 33: 6(int) Constant 3 35: TypeImage 6(int) 2D multi-sampled sampled format:Unknown 36: TypePointer UniformConstant 35 37(g_tTex2dmsi4): 36(ptr) Variable UniformConstant 42: TypeInt 32 0 43: TypeImage 42(int) 2D multi-sampled sampled format:Unknown 44: TypePointer UniformConstant 43 45(g_tTex2dmsu4): 44(ptr) Variable UniformConstant 49: TypeVector 42(int) 4 66: TypeImage 11(float) 2D array multi-sampled sampled format:Unknown 67: TypePointer UniformConstant 66 68(g_tTex2dmsf4a): 67(ptr) Variable UniformConstant 70: 6(int) Constant 2 71: TypePointer Uniform 25(ivec3) 75: TypeImage 6(int) 2D array multi-sampled sampled format:Unknown 76: TypePointer UniformConstant 75 77(g_tTex2dmsi4a): 76(ptr) Variable UniformConstant 82: TypeImage 42(int) 2D array multi-sampled sampled format:Unknown 83: TypePointer UniformConstant 82 84(g_tTex2dmsu4a): 83(ptr) Variable UniformConstant 104: TypePointer Function 13(PS_OUTPUT) 106: 6(int) Constant 0 107: 11(float) Constant 1065353216 108: 12(fvec4) ConstantComposite 107 107 107 107 109: TypePointer Function 12(fvec4) 111: TypePointer Function 11(float) 118: TypePointer Output 12(fvec4) 119(@entryPointOutput.Color): 118(ptr) Variable Output 122: TypePointer Output 11(float) 123(@entryPointOutput.Depth): 122(ptr) Variable Output 126: TypeSampler 127: TypePointer UniformConstant 126 128(g_sSamp): 127(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 116(flattenTemp): 104(ptr) Variable Function 117:13(PS_OUTPUT) FunctionCall 15(@main() Store 116(flattenTemp) 117 120: 109(ptr) AccessChain 116(flattenTemp) 106 121: 12(fvec4) Load 120 Store 119(@entryPointOutput.Color) 121 124: 111(ptr) AccessChain 116(flattenTemp) 17 125: 11(float) Load 124 Store 123(@entryPointOutput.Depth) 125 Return FunctionEnd 9(getOffset(): 7(ivec2) Function None 8 10: Label ReturnValue 18 FunctionEnd 15(@main():13(PS_OUTPUT) Function None 14 16: Label 105(psout): 104(ptr) Variable Function 24: 21 Load 23(g_tTex2dmsf4) 31: 30(ptr) AccessChain 29 17 32: 7(ivec2) Load 31 34: 12(fvec4) ImageFetch 24 32 Sample 33 38: 35 Load 37(g_tTex2dmsi4) 39: 30(ptr) AccessChain 29 17 40: 7(ivec2) Load 39 41: 26(ivec4) ImageFetch 38 40 Sample 33 46: 43 Load 45(g_tTex2dmsu4) 47: 30(ptr) AccessChain 29 17 48: 7(ivec2) Load 47 50: 49(ivec4) ImageFetch 46 48 Sample 33 51: 21 Load 23(g_tTex2dmsf4) 52: 30(ptr) AccessChain 29 17 53: 7(ivec2) Load 52 54: 7(ivec2) FunctionCall 9(getOffset() 55: 12(fvec4) ImageFetch 51 53 Offset Sample 54 33 56: 35 Load 37(g_tTex2dmsi4) 57: 30(ptr) AccessChain 29 17 58: 7(ivec2) Load 57 59: 7(ivec2) FunctionCall 9(getOffset() 60: 26(ivec4) ImageFetch 56 58 Offset Sample 59 33 61: 43 Load 45(g_tTex2dmsu4) 62: 30(ptr) AccessChain 29 17 63: 7(ivec2) Load 62 64: 7(ivec2) FunctionCall 9(getOffset() 65: 49(ivec4) ImageFetch 61 63 Offset Sample 64 33 69: 66 Load 68(g_tTex2dmsf4a) 72: 71(ptr) AccessChain 29 70 73: 25(ivec3) Load 72 74: 12(fvec4) ImageFetch 69 73 Sample 33 78: 75 Load 77(g_tTex2dmsi4a) 79: 71(ptr) AccessChain 29 70 80: 25(ivec3) Load 79 81: 26(ivec4) ImageFetch 78 80 Sample 33 85: 82 Load 84(g_tTex2dmsu4a) 86: 71(ptr) AccessChain 29 70 87: 25(ivec3) Load 86 88: 49(ivec4) ImageFetch 85 87 Sample 33 89: 66 Load 68(g_tTex2dmsf4a) 90: 71(ptr) AccessChain 29 70 91: 25(ivec3) Load 90 92: 7(ivec2) FunctionCall 9(getOffset() 93: 12(fvec4) ImageFetch 89 91 Offset Sample 92 33 94: 75 Load 77(g_tTex2dmsi4a) 95: 71(ptr) AccessChain 29 70 96: 25(ivec3) Load 95 97: 7(ivec2) FunctionCall 9(getOffset() 98: 26(ivec4) ImageFetch 94 96 Offset Sample 97 33 99: 82 Load 84(g_tTex2dmsu4a) 100: 71(ptr) AccessChain 29 70 101: 25(ivec3) Load 100 102: 7(ivec2) FunctionCall 9(getOffset() 103: 49(ivec4) ImageFetch 99 101 Offset Sample 102 33 110: 109(ptr) AccessChain 105(psout) 106 Store 110 108 112: 111(ptr) AccessChain 105(psout) 17 Store 112 107 113:13(PS_OUTPUT) Load 105(psout) ReturnValue 113 FunctionEnd