hlsl.load.offset.dx10.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:43 Function Definition: getOffset1( ( temp int) 0:43 Function Parameters: 0:? Sequence 0:44 Branch: Return with expression 0:44 Constant: 0:44 1 (const int) 0:48 Function Definition: getOffset2( ( temp 2-component vector of int) 0:48 Function Parameters: 0:? Sequence 0:49 Branch: Return with expression 0:49 Constant: 0:49 1 (const int) 0:49 1 (const int) 0:53 Function Definition: getOffset3( ( temp 3-component vector of int) 0:53 Function Parameters: 0:? Sequence 0:54 Branch: Return with expression 0:54 Constant: 0:54 1 (const int) 0:54 1 (const int) 0:54 1 (const int) 0:58 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Function Parameters: 0:? Sequence 0:62 textureFetchOffset ( temp 4-component vector of float) 0:62 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:62 vector swizzle ( temp int) 0:62 c2: direct index for structure ( uniform 2-component vector of int) 0:62 '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}) 0:62 Constant: 0:62 1 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) 0:62 direct index ( temp int) 0:62 c2: direct index for structure ( uniform 2-component vector of int) 0:62 '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}) 0:62 Constant: 0:62 1 (const uint) 0:62 Constant: 0:62 1 (const int) 0:62 Function Call: getOffset1( ( temp int) 0:63 textureFetchOffset ( temp 4-component vector of int) 0:63 'g_tTex1di4' ( uniform itexture1D) 0:63 vector swizzle ( temp int) 0:63 c2: direct index for structure ( uniform 2-component vector of int) 0:63 '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}) 0:63 Constant: 0:63 1 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) 0:63 direct index ( temp int) 0:63 c2: direct index for structure ( uniform 2-component vector of int) 0:63 '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}) 0:63 Constant: 0:63 1 (const uint) 0:63 Constant: 0:63 1 (const int) 0:63 Function Call: getOffset1( ( temp int) 0:64 textureFetchOffset ( temp 4-component vector of uint) 0:64 'g_tTex1du4' ( uniform utexture1D) 0:64 vector swizzle ( temp int) 0:64 c2: direct index for structure ( uniform 2-component vector of int) 0:64 '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}) 0:64 Constant: 0:64 1 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) 0:64 direct index ( temp int) 0:64 c2: direct index for structure ( uniform 2-component vector of int) 0:64 '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}) 0:64 Constant: 0:64 1 (const uint) 0:64 Constant: 0:64 1 (const int) 0:64 Function Call: getOffset1( ( temp int) 0:67 textureFetchOffset ( temp 4-component vector of float) 0:67 'g_tTex2df4' ( uniform texture2D) 0:67 vector swizzle ( temp 2-component vector of int) 0:67 c3: direct index for structure ( uniform 3-component vector of int) 0:67 '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}) 0:67 Constant: 0:67 2 (const uint) 0:67 Sequence 0:67 Constant: 0:67 0 (const int) 0:67 Constant: 0:67 1 (const int) 0:67 direct index ( temp int) 0:67 c3: direct index for structure ( uniform 3-component vector of int) 0:67 '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}) 0:67 Constant: 0:67 2 (const uint) 0:67 Constant: 0:67 2 (const int) 0:67 Function Call: getOffset2( ( temp 2-component vector of int) 0:68 textureFetchOffset ( temp 4-component vector of int) 0:68 'g_tTex2di4' ( uniform itexture2D) 0:68 vector swizzle ( temp 2-component vector of int) 0:68 c3: direct index for structure ( uniform 3-component vector of int) 0:68 '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}) 0:68 Constant: 0:68 2 (const uint) 0:68 Sequence 0:68 Constant: 0:68 0 (const int) 0:68 Constant: 0:68 1 (const int) 0:68 direct index ( temp int) 0:68 c3: direct index for structure ( uniform 3-component vector of int) 0:68 '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}) 0:68 Constant: 0:68 2 (const uint) 0:68 Constant: 0:68 2 (const int) 0:68 Function Call: getOffset2( ( temp 2-component vector of int) 0:69 textureFetchOffset ( temp 4-component vector of uint) 0:69 'g_tTex2du4' ( uniform utexture2D) 0:69 vector swizzle ( temp 2-component vector of int) 0:69 c3: direct index for structure ( uniform 3-component vector of int) 0:69 '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}) 0:69 Constant: 0:69 2 (const uint) 0:69 Sequence 0:69 Constant: 0:69 0 (const int) 0:69 Constant: 0:69 1 (const int) 0:69 direct index ( temp int) 0:69 c3: direct index for structure ( uniform 3-component vector of int) 0:69 '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}) 0:69 Constant: 0:69 2 (const uint) 0:69 Constant: 0:69 2 (const int) 0:69 Function Call: getOffset2( ( temp 2-component vector of int) 0:72 textureFetchOffset ( temp 4-component vector of float) 0:72 'g_tTex3df4' ( uniform texture3D) 0:72 vector swizzle ( temp 3-component vector of int) 0:72 c4: direct index for structure ( uniform 4-component vector of int) 0:72 '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}) 0:72 Constant: 0:72 3 (const uint) 0:72 Sequence 0:72 Constant: 0:72 0 (const int) 0:72 Constant: 0:72 1 (const int) 0:72 Constant: 0:72 2 (const int) 0:72 direct index ( temp int) 0:72 c4: direct index for structure ( uniform 4-component vector of int) 0:72 '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}) 0:72 Constant: 0:72 3 (const uint) 0:72 Constant: 0:72 3 (const int) 0:72 Function Call: getOffset3( ( temp 3-component vector of int) 0:73 textureFetchOffset ( temp 4-component vector of int) 0:73 'g_tTex3di4' ( uniform itexture3D) 0:73 vector swizzle ( temp 3-component vector of int) 0:73 c4: direct index for structure ( uniform 4-component vector of int) 0:73 '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}) 0:73 Constant: 0:73 3 (const uint) 0:73 Sequence 0:73 Constant: 0:73 0 (const int) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 2 (const int) 0:73 direct index ( temp int) 0:73 c4: direct index for structure ( uniform 4-component vector of int) 0:73 '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}) 0:73 Constant: 0:73 3 (const uint) 0:73 Constant: 0:73 3 (const int) 0:73 Function Call: getOffset3( ( temp 3-component vector of int) 0:74 textureFetchOffset ( temp 4-component vector of uint) 0:74 'g_tTex3du4' ( uniform utexture3D) 0:74 vector swizzle ( temp 3-component vector of int) 0:74 c4: direct index for structure ( uniform 4-component vector of int) 0:74 '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}) 0:74 Constant: 0:74 3 (const uint) 0:74 Sequence 0:74 Constant: 0:74 0 (const int) 0:74 Constant: 0:74 1 (const int) 0:74 Constant: 0:74 2 (const int) 0:74 direct index ( temp int) 0:74 c4: direct index for structure ( uniform 4-component vector of int) 0:74 '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}) 0:74 Constant: 0:74 3 (const uint) 0:74 Constant: 0:74 3 (const int) 0:74 Function Call: getOffset3( ( temp 3-component vector of int) 0:82 move second child to first child ( temp 4-component vector of float) 0:82 Color: direct index for structure ( temp 4-component vector of float) 0:82 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:82 Constant: 0:82 0 (const int) 0:82 Constant: 0:82 1.000000 0:82 1.000000 0:82 1.000000 0:82 1.000000 0:83 move second child to first child ( temp float) 0:83 Depth: direct index for structure ( temp float) 0:83 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:83 Constant: 0:83 1 (const int) 0:83 Constant: 0:83 1.000000 0:85 Branch: Return with expression 0:85 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Function Definition: main( ( temp void) 0:58 Function Parameters: 0:? Sequence 0:58 Sequence 0:58 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:58 Color: direct index for structure ( temp 4-component vector of float) 0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 0 (const int) 0:58 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:58 Depth: direct index for structure ( temp float) 0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 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}) 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 0:43 Function Definition: getOffset1( ( temp int) 0:43 Function Parameters: 0:? Sequence 0:44 Branch: Return with expression 0:44 Constant: 0:44 1 (const int) 0:48 Function Definition: getOffset2( ( temp 2-component vector of int) 0:48 Function Parameters: 0:? Sequence 0:49 Branch: Return with expression 0:49 Constant: 0:49 1 (const int) 0:49 1 (const int) 0:53 Function Definition: getOffset3( ( temp 3-component vector of int) 0:53 Function Parameters: 0:? Sequence 0:54 Branch: Return with expression 0:54 Constant: 0:54 1 (const int) 0:54 1 (const int) 0:54 1 (const int) 0:58 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Function Parameters: 0:? Sequence 0:62 textureFetchOffset ( temp 4-component vector of float) 0:62 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:62 vector swizzle ( temp int) 0:62 c2: direct index for structure ( uniform 2-component vector of int) 0:62 '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}) 0:62 Constant: 0:62 1 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) 0:62 direct index ( temp int) 0:62 c2: direct index for structure ( uniform 2-component vector of int) 0:62 '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}) 0:62 Constant: 0:62 1 (const uint) 0:62 Constant: 0:62 1 (const int) 0:62 Function Call: getOffset1( ( temp int) 0:63 textureFetchOffset ( temp 4-component vector of int) 0:63 'g_tTex1di4' ( uniform itexture1D) 0:63 vector swizzle ( temp int) 0:63 c2: direct index for structure ( uniform 2-component vector of int) 0:63 '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}) 0:63 Constant: 0:63 1 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) 0:63 direct index ( temp int) 0:63 c2: direct index for structure ( uniform 2-component vector of int) 0:63 '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}) 0:63 Constant: 0:63 1 (const uint) 0:63 Constant: 0:63 1 (const int) 0:63 Function Call: getOffset1( ( temp int) 0:64 textureFetchOffset ( temp 4-component vector of uint) 0:64 'g_tTex1du4' ( uniform utexture1D) 0:64 vector swizzle ( temp int) 0:64 c2: direct index for structure ( uniform 2-component vector of int) 0:64 '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}) 0:64 Constant: 0:64 1 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) 0:64 direct index ( temp int) 0:64 c2: direct index for structure ( uniform 2-component vector of int) 0:64 '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}) 0:64 Constant: 0:64 1 (const uint) 0:64 Constant: 0:64 1 (const int) 0:64 Function Call: getOffset1( ( temp int) 0:67 textureFetchOffset ( temp 4-component vector of float) 0:67 'g_tTex2df4' ( uniform texture2D) 0:67 vector swizzle ( temp 2-component vector of int) 0:67 c3: direct index for structure ( uniform 3-component vector of int) 0:67 '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}) 0:67 Constant: 0:67 2 (const uint) 0:67 Sequence 0:67 Constant: 0:67 0 (const int) 0:67 Constant: 0:67 1 (const int) 0:67 direct index ( temp int) 0:67 c3: direct index for structure ( uniform 3-component vector of int) 0:67 '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}) 0:67 Constant: 0:67 2 (const uint) 0:67 Constant: 0:67 2 (const int) 0:67 Function Call: getOffset2( ( temp 2-component vector of int) 0:68 textureFetchOffset ( temp 4-component vector of int) 0:68 'g_tTex2di4' ( uniform itexture2D) 0:68 vector swizzle ( temp 2-component vector of int) 0:68 c3: direct index for structure ( uniform 3-component vector of int) 0:68 '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}) 0:68 Constant: 0:68 2 (const uint) 0:68 Sequence 0:68 Constant: 0:68 0 (const int) 0:68 Constant: 0:68 1 (const int) 0:68 direct index ( temp int) 0:68 c3: direct index for structure ( uniform 3-component vector of int) 0:68 '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}) 0:68 Constant: 0:68 2 (const uint) 0:68 Constant: 0:68 2 (const int) 0:68 Function Call: getOffset2( ( temp 2-component vector of int) 0:69 textureFetchOffset ( temp 4-component vector of uint) 0:69 'g_tTex2du4' ( uniform utexture2D) 0:69 vector swizzle ( temp 2-component vector of int) 0:69 c3: direct index for structure ( uniform 3-component vector of int) 0:69 '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}) 0:69 Constant: 0:69 2 (const uint) 0:69 Sequence 0:69 Constant: 0:69 0 (const int) 0:69 Constant: 0:69 1 (const int) 0:69 direct index ( temp int) 0:69 c3: direct index for structure ( uniform 3-component vector of int) 0:69 '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}) 0:69 Constant: 0:69 2 (const uint) 0:69 Constant: 0:69 2 (const int) 0:69 Function Call: getOffset2( ( temp 2-component vector of int) 0:72 textureFetchOffset ( temp 4-component vector of float) 0:72 'g_tTex3df4' ( uniform texture3D) 0:72 vector swizzle ( temp 3-component vector of int) 0:72 c4: direct index for structure ( uniform 4-component vector of int) 0:72 '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}) 0:72 Constant: 0:72 3 (const uint) 0:72 Sequence 0:72 Constant: 0:72 0 (const int) 0:72 Constant: 0:72 1 (const int) 0:72 Constant: 0:72 2 (const int) 0:72 direct index ( temp int) 0:72 c4: direct index for structure ( uniform 4-component vector of int) 0:72 '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}) 0:72 Constant: 0:72 3 (const uint) 0:72 Constant: 0:72 3 (const int) 0:72 Function Call: getOffset3( ( temp 3-component vector of int) 0:73 textureFetchOffset ( temp 4-component vector of int) 0:73 'g_tTex3di4' ( uniform itexture3D) 0:73 vector swizzle ( temp 3-component vector of int) 0:73 c4: direct index for structure ( uniform 4-component vector of int) 0:73 '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}) 0:73 Constant: 0:73 3 (const uint) 0:73 Sequence 0:73 Constant: 0:73 0 (const int) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 2 (const int) 0:73 direct index ( temp int) 0:73 c4: direct index for structure ( uniform 4-component vector of int) 0:73 '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}) 0:73 Constant: 0:73 3 (const uint) 0:73 Constant: 0:73 3 (const int) 0:73 Function Call: getOffset3( ( temp 3-component vector of int) 0:74 textureFetchOffset ( temp 4-component vector of uint) 0:74 'g_tTex3du4' ( uniform utexture3D) 0:74 vector swizzle ( temp 3-component vector of int) 0:74 c4: direct index for structure ( uniform 4-component vector of int) 0:74 '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}) 0:74 Constant: 0:74 3 (const uint) 0:74 Sequence 0:74 Constant: 0:74 0 (const int) 0:74 Constant: 0:74 1 (const int) 0:74 Constant: 0:74 2 (const int) 0:74 direct index ( temp int) 0:74 c4: direct index for structure ( uniform 4-component vector of int) 0:74 '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}) 0:74 Constant: 0:74 3 (const uint) 0:74 Constant: 0:74 3 (const int) 0:74 Function Call: getOffset3( ( temp 3-component vector of int) 0:82 move second child to first child ( temp 4-component vector of float) 0:82 Color: direct index for structure ( temp 4-component vector of float) 0:82 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:82 Constant: 0:82 0 (const int) 0:82 Constant: 0:82 1.000000 0:82 1.000000 0:82 1.000000 0:82 1.000000 0:83 move second child to first child ( temp float) 0:83 Depth: direct index for structure ( temp float) 0:83 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:83 Constant: 0:83 1 (const int) 0:83 Constant: 0:83 1.000000 0:85 Branch: Return with expression 0:85 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Function Definition: main( ( temp void) 0:58 Function Parameters: 0:? Sequence 0:58 Sequence 0:58 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:58 Color: direct index for structure ( temp 4-component vector of float) 0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 0 (const int) 0:58 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:58 Depth: direct index for structure ( temp float) 0:58 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:58 Constant: 0:58 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}) 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 205 Capability Shader Capability ImageGatherExtended Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 159 163 ExecutionMode 4 OriginUpperLeft ExecutionMode 4 DepthReplacing Source HLSL 500 Name 4 "main" Name 8 "getOffset1(" Name 12 "getOffset2(" Name 16 "getOffset3(" Name 20 "PS_OUTPUT" MemberName 20(PS_OUTPUT) 0 "Color" MemberName 20(PS_OUTPUT) 1 "Depth" Name 22 "@main(" Name 35 "g_tTex1df4" Name 38 "$Global" MemberName 38($Global) 0 "c1" MemberName 38($Global) 1 "c2" MemberName 38($Global) 2 "c3" MemberName 38($Global) 3 "c4" Name 40 "" Name 53 "g_tTex1di4" Name 63 "g_tTex1du4" Name 74 "g_tTex2df4" Name 88 "g_tTex2di4" Name 99 "g_tTex2du4" Name 110 "g_tTex3df4" Name 124 "g_tTex3di4" Name 135 "g_tTex3du4" Name 145 "psout" Name 156 "flattenTemp" Name 159 "@entryPointOutput.Color" Name 163 "@entryPointOutput.Depth" Name 168 "g_sSamp" Name 171 "g_tTexcdf4" Name 174 "g_tTexcdi4" Name 177 "g_tTexcdu4" Name 180 "g_tTex1df4a" Name 183 "g_tTex1di4a" Name 186 "g_tTex1du4a" Name 189 "g_tTex2df4a" Name 192 "g_tTex2di4a" Name 195 "g_tTex2du4a" Name 198 "g_tTexcdf4a" Name 201 "g_tTexcdi4a" Name 204 "g_tTexcdu4a" Decorate 35(g_tTex1df4) DescriptorSet 0 Decorate 35(g_tTex1df4) Binding 0 MemberDecorate 38($Global) 0 Offset 0 MemberDecorate 38($Global) 1 Offset 8 MemberDecorate 38($Global) 2 Offset 16 MemberDecorate 38($Global) 3 Offset 32 Decorate 38($Global) Block Decorate 40 DescriptorSet 0 Decorate 40 Binding 9 Decorate 53(g_tTex1di4) DescriptorSet 0 Decorate 53(g_tTex1di4) Binding 1 Decorate 63(g_tTex1du4) DescriptorSet 0 Decorate 63(g_tTex1du4) Binding 2 Decorate 74(g_tTex2df4) DescriptorSet 0 Decorate 74(g_tTex2df4) Binding 3 Decorate 88(g_tTex2di4) DescriptorSet 0 Decorate 88(g_tTex2di4) Binding 4 Decorate 99(g_tTex2du4) DescriptorSet 0 Decorate 99(g_tTex2du4) Binding 5 Decorate 110(g_tTex3df4) DescriptorSet 0 Decorate 110(g_tTex3df4) Binding 6 Decorate 124(g_tTex3di4) DescriptorSet 0 Decorate 124(g_tTex3di4) Binding 7 Decorate 135(g_tTex3du4) DescriptorSet 0 Decorate 135(g_tTex3du4) Binding 8 Decorate 159(@entryPointOutput.Color) Location 0 Decorate 163(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 168(g_sSamp) DescriptorSet 0 Decorate 168(g_sSamp) Binding 0 Decorate 171(g_tTexcdf4) DescriptorSet 0 Decorate 171(g_tTexcdf4) Binding 0 Decorate 174(g_tTexcdi4) DescriptorSet 0 Decorate 174(g_tTexcdi4) Binding 0 Decorate 177(g_tTexcdu4) DescriptorSet 0 Decorate 177(g_tTexcdu4) Binding 0 Decorate 180(g_tTex1df4a) DescriptorSet 0 Decorate 180(g_tTex1df4a) Binding 0 Decorate 183(g_tTex1di4a) DescriptorSet 0 Decorate 183(g_tTex1di4a) Binding 0 Decorate 186(g_tTex1du4a) DescriptorSet 0 Decorate 186(g_tTex1du4a) Binding 0 Decorate 189(g_tTex2df4a) DescriptorSet 0 Decorate 189(g_tTex2df4a) Binding 0 Decorate 192(g_tTex2di4a) DescriptorSet 0 Decorate 192(g_tTex2di4a) Binding 0 Decorate 195(g_tTex2du4a) DescriptorSet 0 Decorate 195(g_tTex2du4a) Binding 0 Decorate 198(g_tTexcdf4a) DescriptorSet 0 Decorate 198(g_tTexcdf4a) Binding 0 Decorate 201(g_tTexcdi4a) DescriptorSet 0 Decorate 201(g_tTexcdi4a) Binding 0 Decorate 204(g_tTexcdu4a) DescriptorSet 0 Decorate 204(g_tTexcdu4a) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeInt 32 1 7: TypeFunction 6(int) 10: TypeVector 6(int) 2 11: TypeFunction 10(ivec2) 14: TypeVector 6(int) 3 15: TypeFunction 14(ivec3) 18: TypeFloat 32 19: TypeVector 18(float) 4 20(PS_OUTPUT): TypeStruct 19(fvec4) 18(float) 21: TypeFunction 20(PS_OUTPUT) 24: 6(int) Constant 1 27: 10(ivec2) ConstantComposite 24 24 30: 14(ivec3) ConstantComposite 24 24 24 33: TypeImage 18(float) 1D sampled format:Unknown 34: TypePointer UniformConstant 33 35(g_tTex1df4): 34(ptr) Variable UniformConstant 37: TypeVector 6(int) 4 38($Global): TypeStruct 6(int) 10(ivec2) 14(ivec3) 37(ivec4) 39: TypePointer Uniform 38($Global) 40: 39(ptr) Variable Uniform 41: TypeInt 32 0 42: 41(int) Constant 0 43: TypePointer Uniform 6(int) 46: 41(int) Constant 1 51: TypeImage 6(int) 1D sampled format:Unknown 52: TypePointer UniformConstant 51 53(g_tTex1di4): 52(ptr) Variable UniformConstant 61: TypeImage 41(int) 1D sampled format:Unknown 62: TypePointer UniformConstant 61 63(g_tTex1du4): 62(ptr) Variable UniformConstant 70: TypeVector 41(int) 4 72: TypeImage 18(float) 2D sampled format:Unknown 73: TypePointer UniformConstant 72 74(g_tTex2df4): 73(ptr) Variable UniformConstant 76: 6(int) Constant 2 77: TypePointer Uniform 14(ivec3) 81: 41(int) Constant 2 86: TypeImage 6(int) 2D sampled format:Unknown 87: TypePointer UniformConstant 86 88(g_tTex2di4): 87(ptr) Variable UniformConstant 97: TypeImage 41(int) 2D sampled format:Unknown 98: TypePointer UniformConstant 97 99(g_tTex2du4): 98(ptr) Variable UniformConstant 108: TypeImage 18(float) 3D sampled format:Unknown 109: TypePointer UniformConstant 108 110(g_tTex3df4): 109(ptr) Variable UniformConstant 112: 6(int) Constant 3 113: TypePointer Uniform 37(ivec4) 117: 41(int) Constant 3 122: TypeImage 6(int) 3D sampled format:Unknown 123: TypePointer UniformConstant 122 124(g_tTex3di4): 123(ptr) Variable UniformConstant 133: TypeImage 41(int) 3D sampled format:Unknown 134: TypePointer UniformConstant 133 135(g_tTex3du4): 134(ptr) Variable UniformConstant 144: TypePointer Function 20(PS_OUTPUT) 146: 6(int) Constant 0 147: 18(float) Constant 1065353216 148: 19(fvec4) ConstantComposite 147 147 147 147 149: TypePointer Function 19(fvec4) 151: TypePointer Function 18(float) 158: TypePointer Output 19(fvec4) 159(@entryPointOutput.Color): 158(ptr) Variable Output 162: TypePointer Output 18(float) 163(@entryPointOutput.Depth): 162(ptr) Variable Output 166: TypeSampler 167: TypePointer UniformConstant 166 168(g_sSamp): 167(ptr) Variable UniformConstant 169: TypeImage 18(float) Cube sampled format:Unknown 170: TypePointer UniformConstant 169 171(g_tTexcdf4): 170(ptr) Variable UniformConstant 172: TypeImage 6(int) Cube sampled format:Unknown 173: TypePointer UniformConstant 172 174(g_tTexcdi4): 173(ptr) Variable UniformConstant 175: TypeImage 41(int) Cube sampled format:Unknown 176: TypePointer UniformConstant 175 177(g_tTexcdu4): 176(ptr) Variable UniformConstant 178: TypeImage 18(float) 1D array sampled format:Unknown 179: TypePointer UniformConstant 178 180(g_tTex1df4a): 179(ptr) Variable UniformConstant 181: TypeImage 6(int) 1D array sampled format:Unknown 182: TypePointer UniformConstant 181 183(g_tTex1di4a): 182(ptr) Variable UniformConstant 184: TypeImage 41(int) 1D array sampled format:Unknown 185: TypePointer UniformConstant 184 186(g_tTex1du4a): 185(ptr) Variable UniformConstant 187: TypeImage 18(float) 2D array sampled format:Unknown 188: TypePointer UniformConstant 187 189(g_tTex2df4a): 188(ptr) Variable UniformConstant 190: TypeImage 6(int) 2D array sampled format:Unknown 191: TypePointer UniformConstant 190 192(g_tTex2di4a): 191(ptr) Variable UniformConstant 193: TypeImage 41(int) 2D array sampled format:Unknown 194: TypePointer UniformConstant 193 195(g_tTex2du4a): 194(ptr) Variable UniformConstant 196: TypeImage 18(float) Cube array sampled format:Unknown 197: TypePointer UniformConstant 196 198(g_tTexcdf4a): 197(ptr) Variable UniformConstant 199: TypeImage 6(int) Cube array sampled format:Unknown 200: TypePointer UniformConstant 199 201(g_tTexcdi4a): 200(ptr) Variable UniformConstant 202: TypeImage 41(int) Cube array sampled format:Unknown 203: TypePointer UniformConstant 202 204(g_tTexcdu4a): 203(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 156(flattenTemp): 144(ptr) Variable Function 157:20(PS_OUTPUT) FunctionCall 22(@main() Store 156(flattenTemp) 157 160: 149(ptr) AccessChain 156(flattenTemp) 146 161: 19(fvec4) Load 160 Store 159(@entryPointOutput.Color) 161 164: 151(ptr) AccessChain 156(flattenTemp) 24 165: 18(float) Load 164 Store 163(@entryPointOutput.Depth) 165 Return FunctionEnd 8(getOffset1(): 6(int) Function None 7 9: Label ReturnValue 24 FunctionEnd 12(getOffset2(): 10(ivec2) Function None 11 13: Label ReturnValue 27 FunctionEnd 16(getOffset3(): 14(ivec3) Function None 15 17: Label ReturnValue 30 FunctionEnd 22(@main():20(PS_OUTPUT) Function None 21 23: Label 145(psout): 144(ptr) Variable Function 36: 33 Load 35(g_tTex1df4) 44: 43(ptr) AccessChain 40 24 42 45: 6(int) Load 44 47: 43(ptr) AccessChain 40 24 46 48: 6(int) Load 47 49: 6(int) FunctionCall 8(getOffset1() 50: 19(fvec4) ImageFetch 36 45 Lod Offset 48 49 54: 51 Load 53(g_tTex1di4) 55: 43(ptr) AccessChain 40 24 42 56: 6(int) Load 55 57: 43(ptr) AccessChain 40 24 46 58: 6(int) Load 57 59: 6(int) FunctionCall 8(getOffset1() 60: 37(ivec4) ImageFetch 54 56 Lod Offset 58 59 64: 61 Load 63(g_tTex1du4) 65: 43(ptr) AccessChain 40 24 42 66: 6(int) Load 65 67: 43(ptr) AccessChain 40 24 46 68: 6(int) Load 67 69: 6(int) FunctionCall 8(getOffset1() 71: 70(ivec4) ImageFetch 64 66 Lod Offset 68 69 75: 72 Load 74(g_tTex2df4) 78: 77(ptr) AccessChain 40 76 79: 14(ivec3) Load 78 80: 10(ivec2) VectorShuffle 79 79 0 1 82: 43(ptr) AccessChain 40 76 81 83: 6(int) Load 82 84: 10(ivec2) FunctionCall 12(getOffset2() 85: 19(fvec4) ImageFetch 75 80 Lod Offset 83 84 89: 86 Load 88(g_tTex2di4) 90: 77(ptr) AccessChain 40 76 91: 14(ivec3) Load 90 92: 10(ivec2) VectorShuffle 91 91 0 1 93: 43(ptr) AccessChain 40 76 81 94: 6(int) Load 93 95: 10(ivec2) FunctionCall 12(getOffset2() 96: 37(ivec4) ImageFetch 89 92 Lod Offset 94 95 100: 97 Load 99(g_tTex2du4) 101: 77(ptr) AccessChain 40 76 102: 14(ivec3) Load 101 103: 10(ivec2) VectorShuffle 102 102 0 1 104: 43(ptr) AccessChain 40 76 81 105: 6(int) Load 104 106: 10(ivec2) FunctionCall 12(getOffset2() 107: 70(ivec4) ImageFetch 100 103 Lod Offset 105 106 111: 108 Load 110(g_tTex3df4) 114: 113(ptr) AccessChain 40 112 115: 37(ivec4) Load 114 116: 14(ivec3) VectorShuffle 115 115 0 1 2 118: 43(ptr) AccessChain 40 112 117 119: 6(int) Load 118 120: 14(ivec3) FunctionCall 16(getOffset3() 121: 19(fvec4) ImageFetch 111 116 Lod Offset 119 120 125: 122 Load 124(g_tTex3di4) 126: 113(ptr) AccessChain 40 112 127: 37(ivec4) Load 126 128: 14(ivec3) VectorShuffle 127 127 0 1 2 129: 43(ptr) AccessChain 40 112 117 130: 6(int) Load 129 131: 14(ivec3) FunctionCall 16(getOffset3() 132: 37(ivec4) ImageFetch 125 128 Lod Offset 130 131 136: 133 Load 135(g_tTex3du4) 137: 113(ptr) AccessChain 40 112 138: 37(ivec4) Load 137 139: 14(ivec3) VectorShuffle 138 138 0 1 2 140: 43(ptr) AccessChain 40 112 117 141: 6(int) Load 140 142: 14(ivec3) FunctionCall 16(getOffset3() 143: 70(ivec4) ImageFetch 136 139 Lod Offset 141 142 150: 149(ptr) AccessChain 145(psout) 146 Store 150 148 152: 151(ptr) AccessChain 145(psout) 24 Store 152 147 153:20(PS_OUTPUT) Load 145(psout) ReturnValue 153 FunctionEnd