hlsl.load.offsetarray.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: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Function Parameters: 0:? Sequence 0:57 textureFetchOffset ( temp 4-component vector of float) 0:57 'g_tTex1df4a' ( uniform texture1DArray) 0:57 vector swizzle ( temp 2-component vector of int) 0:57 c3: direct index for structure ( uniform 3-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}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) 0:57 c3: direct index for structure ( uniform 3-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}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) 0:57 Function Call: getOffset1( ( temp int) 0:58 textureFetchOffset ( temp 4-component vector of int) 0:58 'g_tTex1di4a' ( uniform itexture1DArray) 0:58 vector swizzle ( temp 2-component vector of int) 0:58 c3: direct index for structure ( uniform 3-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}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) 0:58 c3: direct index for structure ( uniform 3-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}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) 0:58 Function Call: getOffset1( ( temp int) 0:59 textureFetchOffset ( temp 4-component vector of uint) 0:59 'g_tTex1du4a' ( uniform utexture1DArray) 0:59 vector swizzle ( temp 2-component vector of int) 0:59 c3: direct index for structure ( uniform 3-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}) 0:59 Constant: 0:59 2 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 direct index ( temp int) 0:59 c3: direct index for structure ( uniform 3-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}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: 0:59 2 (const int) 0:59 Function Call: getOffset1( ( temp int) 0:62 textureFetchOffset ( temp 4-component vector of float) 0:62 'g_tTex2df4a' ( uniform texture2DArray) 0:62 vector swizzle ( temp 3-component vector of int) 0:62 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) 0:62 Constant: 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) 0:62 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:62 Constant: 0:62 3 (const int) 0:62 Function Call: getOffset2( ( temp 2-component vector of int) 0:63 textureFetchOffset ( temp 4-component vector of int) 0:63 'g_tTex2di4a' ( uniform itexture2DArray) 0:63 vector swizzle ( temp 3-component vector of int) 0:63 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) 0:63 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:63 Function Call: getOffset2( ( temp 2-component vector of int) 0:64 textureFetchOffset ( temp 4-component vector of uint) 0:64 'g_tTex2du4a' ( uniform utexture2DArray) 0:64 vector swizzle ( temp 3-component vector of int) 0:64 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) 0:64 direct index ( temp int) 0:64 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:64 Function Call: getOffset2( ( temp 2-component vector of int) 0:70 move second child to first child ( temp 4-component vector of float) 0:70 Color: direct index for structure ( temp 4-component vector of float) 0:70 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 0 (const int) 0:70 Constant: 0:70 1.000000 0:70 1.000000 0:70 1.000000 0:70 1.000000 0:71 move second child to first child ( temp float) 0:71 Depth: direct index for structure ( temp float) 0:71 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:71 Constant: 0:71 1 (const int) 0:71 Constant: 0:71 1.000000 0:73 Branch: Return with expression 0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Function Definition: main( ( temp void) 0:53 Function Parameters: 0:? Sequence 0:53 Sequence 0:53 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:53 Color: direct index for structure ( temp 4-component vector of float) 0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 0 (const int) 0:53 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:53 Depth: direct index for structure ( temp float) 0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 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: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Function Parameters: 0:? Sequence 0:57 textureFetchOffset ( temp 4-component vector of float) 0:57 'g_tTex1df4a' ( uniform texture1DArray) 0:57 vector swizzle ( temp 2-component vector of int) 0:57 c3: direct index for structure ( uniform 3-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}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) 0:57 c3: direct index for structure ( uniform 3-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}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) 0:57 Function Call: getOffset1( ( temp int) 0:58 textureFetchOffset ( temp 4-component vector of int) 0:58 'g_tTex1di4a' ( uniform itexture1DArray) 0:58 vector swizzle ( temp 2-component vector of int) 0:58 c3: direct index for structure ( uniform 3-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}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) 0:58 c3: direct index for structure ( uniform 3-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}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) 0:58 Function Call: getOffset1( ( temp int) 0:59 textureFetchOffset ( temp 4-component vector of uint) 0:59 'g_tTex1du4a' ( uniform utexture1DArray) 0:59 vector swizzle ( temp 2-component vector of int) 0:59 c3: direct index for structure ( uniform 3-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}) 0:59 Constant: 0:59 2 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 direct index ( temp int) 0:59 c3: direct index for structure ( uniform 3-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}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: 0:59 2 (const int) 0:59 Function Call: getOffset1( ( temp int) 0:62 textureFetchOffset ( temp 4-component vector of float) 0:62 'g_tTex2df4a' ( uniform texture2DArray) 0:62 vector swizzle ( temp 3-component vector of int) 0:62 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:62 Sequence 0:62 Constant: 0:62 0 (const int) 0:62 Constant: 0:62 1 (const int) 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) 0:62 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:62 Constant: 0:62 3 (const int) 0:62 Function Call: getOffset2( ( temp 2-component vector of int) 0:63 textureFetchOffset ( temp 4-component vector of int) 0:63 'g_tTex2di4a' ( uniform itexture2DArray) 0:63 vector swizzle ( temp 3-component vector of int) 0:63 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:63 Sequence 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 1 (const int) 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) 0:63 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:63 Constant: 0:63 3 (const int) 0:63 Function Call: getOffset2( ( temp 2-component vector of int) 0:64 textureFetchOffset ( temp 4-component vector of uint) 0:64 'g_tTex2du4a' ( uniform utexture2DArray) 0:64 vector swizzle ( temp 3-component vector of int) 0:64 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:64 Sequence 0:64 Constant: 0:64 0 (const int) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) 0:64 direct index ( temp int) 0:64 c4: direct index for structure ( uniform 4-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 3 (const uint) 0:64 Constant: 0:64 3 (const int) 0:64 Function Call: getOffset2( ( temp 2-component vector of int) 0:70 move second child to first child ( temp 4-component vector of float) 0:70 Color: direct index for structure ( temp 4-component vector of float) 0:70 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 0 (const int) 0:70 Constant: 0:70 1.000000 0:70 1.000000 0:70 1.000000 0:70 1.000000 0:71 move second child to first child ( temp float) 0:71 Depth: direct index for structure ( temp float) 0:71 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:71 Constant: 0:71 1 (const int) 0:71 Constant: 0:71 1.000000 0:73 Branch: Return with expression 0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Function Definition: main( ( temp void) 0:53 Function Parameters: 0:? Sequence 0:53 Sequence 0:53 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:53 Color: direct index for structure ( temp 4-component vector of float) 0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 0 (const int) 0:53 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:53 Depth: direct index for structure ( temp float) 0:53 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 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 176 Capability Shader Capability ImageGatherExtended Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 121 125 ExecutionMode 4 OriginUpperLeft ExecutionMode 4 DepthReplacing Source HLSL 500 Name 4 "main" Name 8 "getOffset1(" Name 12 "getOffset2(" Name 16 "PS_OUTPUT" MemberName 16(PS_OUTPUT) 0 "Color" MemberName 16(PS_OUTPUT) 1 "Depth" Name 18 "@main(" Name 28 "g_tTex1df4a" Name 32 "$Global" MemberName 32($Global) 0 "c1" MemberName 32($Global) 1 "c2" MemberName 32($Global) 2 "c3" MemberName 32($Global) 3 "c4" Name 34 "" Name 49 "g_tTex1di4a" Name 60 "g_tTex1du4a" Name 72 "g_tTex2df4a" Name 86 "g_tTex2di4a" Name 97 "g_tTex2du4a" Name 107 "psout" Name 118 "flattenTemp" Name 121 "@entryPointOutput.Color" Name 125 "@entryPointOutput.Depth" Name 130 "g_sSamp" Name 133 "g_tTex1df4" Name 136 "g_tTex1di4" Name 139 "g_tTex1du4" Name 142 "g_tTex2df4" Name 145 "g_tTex2di4" Name 148 "g_tTex2du4" Name 151 "g_tTex3df4" Name 154 "g_tTex3di4" Name 157 "g_tTex3du4" Name 160 "g_tTexcdf4" Name 163 "g_tTexcdi4" Name 166 "g_tTexcdu4" Name 169 "g_tTexcdf4a" Name 172 "g_tTexcdi4a" Name 175 "g_tTexcdu4a" Decorate 28(g_tTex1df4a) DescriptorSet 0 Decorate 28(g_tTex1df4a) Binding 1 MemberDecorate 32($Global) 0 Offset 0 MemberDecorate 32($Global) 1 Offset 8 MemberDecorate 32($Global) 2 Offset 16 MemberDecorate 32($Global) 3 Offset 32 Decorate 32($Global) Block Decorate 34 DescriptorSet 0 Decorate 34 Binding 7 Decorate 49(g_tTex1di4a) DescriptorSet 0 Decorate 49(g_tTex1di4a) Binding 2 Decorate 60(g_tTex1du4a) DescriptorSet 0 Decorate 60(g_tTex1du4a) Binding 3 Decorate 72(g_tTex2df4a) DescriptorSet 0 Decorate 72(g_tTex2df4a) Binding 4 Decorate 86(g_tTex2di4a) DescriptorSet 0 Decorate 86(g_tTex2di4a) Binding 5 Decorate 97(g_tTex2du4a) DescriptorSet 0 Decorate 97(g_tTex2du4a) Binding 6 Decorate 121(@entryPointOutput.Color) Location 0 Decorate 125(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 130(g_sSamp) DescriptorSet 0 Decorate 130(g_sSamp) Binding 0 Decorate 133(g_tTex1df4) DescriptorSet 0 Decorate 133(g_tTex1df4) Binding 0 Decorate 136(g_tTex1di4) DescriptorSet 0 Decorate 136(g_tTex1di4) Binding 0 Decorate 139(g_tTex1du4) DescriptorSet 0 Decorate 139(g_tTex1du4) Binding 0 Decorate 142(g_tTex2df4) DescriptorSet 0 Decorate 142(g_tTex2df4) Binding 0 Decorate 145(g_tTex2di4) DescriptorSet 0 Decorate 145(g_tTex2di4) Binding 0 Decorate 148(g_tTex2du4) DescriptorSet 0 Decorate 148(g_tTex2du4) Binding 0 Decorate 151(g_tTex3df4) DescriptorSet 0 Decorate 151(g_tTex3df4) Binding 0 Decorate 154(g_tTex3di4) DescriptorSet 0 Decorate 154(g_tTex3di4) Binding 0 Decorate 157(g_tTex3du4) DescriptorSet 0 Decorate 157(g_tTex3du4) Binding 0 Decorate 160(g_tTexcdf4) DescriptorSet 0 Decorate 160(g_tTexcdf4) Binding 0 Decorate 163(g_tTexcdi4) DescriptorSet 0 Decorate 163(g_tTexcdi4) Binding 0 Decorate 166(g_tTexcdu4) DescriptorSet 0 Decorate 166(g_tTexcdu4) Binding 0 Decorate 169(g_tTexcdf4a) DescriptorSet 0 Decorate 169(g_tTexcdf4a) Binding 0 Decorate 172(g_tTexcdi4a) DescriptorSet 0 Decorate 172(g_tTexcdi4a) Binding 0 Decorate 175(g_tTexcdu4a) DescriptorSet 0 Decorate 175(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: TypeFloat 32 15: TypeVector 14(float) 4 16(PS_OUTPUT): TypeStruct 15(fvec4) 14(float) 17: TypeFunction 16(PS_OUTPUT) 20: 6(int) Constant 1 23: 10(ivec2) ConstantComposite 20 20 26: TypeImage 14(float) 1D array sampled format:Unknown 27: TypePointer UniformConstant 26 28(g_tTex1df4a): 27(ptr) Variable UniformConstant 30: TypeVector 6(int) 3 31: TypeVector 6(int) 4 32($Global): TypeStruct 6(int) 10(ivec2) 30(ivec3) 31(ivec4) 33: TypePointer Uniform 32($Global) 34: 33(ptr) Variable Uniform 35: 6(int) Constant 2 36: TypePointer Uniform 30(ivec3) 40: TypeInt 32 0 41: 40(int) Constant 2 42: TypePointer Uniform 6(int) 47: TypeImage 6(int) 1D array sampled format:Unknown 48: TypePointer UniformConstant 47 49(g_tTex1di4a): 48(ptr) Variable UniformConstant 58: TypeImage 40(int) 1D array sampled format:Unknown 59: TypePointer UniformConstant 58 60(g_tTex1du4a): 59(ptr) Variable UniformConstant 68: TypeVector 40(int) 4 70: TypeImage 14(float) 2D array sampled format:Unknown 71: TypePointer UniformConstant 70 72(g_tTex2df4a): 71(ptr) Variable UniformConstant 74: 6(int) Constant 3 75: TypePointer Uniform 31(ivec4) 79: 40(int) Constant 3 84: TypeImage 6(int) 2D array sampled format:Unknown 85: TypePointer UniformConstant 84 86(g_tTex2di4a): 85(ptr) Variable UniformConstant 95: TypeImage 40(int) 2D array sampled format:Unknown 96: TypePointer UniformConstant 95 97(g_tTex2du4a): 96(ptr) Variable UniformConstant 106: TypePointer Function 16(PS_OUTPUT) 108: 6(int) Constant 0 109: 14(float) Constant 1065353216 110: 15(fvec4) ConstantComposite 109 109 109 109 111: TypePointer Function 15(fvec4) 113: TypePointer Function 14(float) 120: TypePointer Output 15(fvec4) 121(@entryPointOutput.Color): 120(ptr) Variable Output 124: TypePointer Output 14(float) 125(@entryPointOutput.Depth): 124(ptr) Variable Output 128: TypeSampler 129: TypePointer UniformConstant 128 130(g_sSamp): 129(ptr) Variable UniformConstant 131: TypeImage 14(float) 1D sampled format:Unknown 132: TypePointer UniformConstant 131 133(g_tTex1df4): 132(ptr) Variable UniformConstant 134: TypeImage 6(int) 1D sampled format:Unknown 135: TypePointer UniformConstant 134 136(g_tTex1di4): 135(ptr) Variable UniformConstant 137: TypeImage 40(int) 1D sampled format:Unknown 138: TypePointer UniformConstant 137 139(g_tTex1du4): 138(ptr) Variable UniformConstant 140: TypeImage 14(float) 2D sampled format:Unknown 141: TypePointer UniformConstant 140 142(g_tTex2df4): 141(ptr) Variable UniformConstant 143: TypeImage 6(int) 2D sampled format:Unknown 144: TypePointer UniformConstant 143 145(g_tTex2di4): 144(ptr) Variable UniformConstant 146: TypeImage 40(int) 2D sampled format:Unknown 147: TypePointer UniformConstant 146 148(g_tTex2du4): 147(ptr) Variable UniformConstant 149: TypeImage 14(float) 3D sampled format:Unknown 150: TypePointer UniformConstant 149 151(g_tTex3df4): 150(ptr) Variable UniformConstant 152: TypeImage 6(int) 3D sampled format:Unknown 153: TypePointer UniformConstant 152 154(g_tTex3di4): 153(ptr) Variable UniformConstant 155: TypeImage 40(int) 3D sampled format:Unknown 156: TypePointer UniformConstant 155 157(g_tTex3du4): 156(ptr) Variable UniformConstant 158: TypeImage 14(float) Cube sampled format:Unknown 159: TypePointer UniformConstant 158 160(g_tTexcdf4): 159(ptr) Variable UniformConstant 161: TypeImage 6(int) Cube sampled format:Unknown 162: TypePointer UniformConstant 161 163(g_tTexcdi4): 162(ptr) Variable UniformConstant 164: TypeImage 40(int) Cube sampled format:Unknown 165: TypePointer UniformConstant 164 166(g_tTexcdu4): 165(ptr) Variable UniformConstant 167: TypeImage 14(float) Cube array sampled format:Unknown 168: TypePointer UniformConstant 167 169(g_tTexcdf4a): 168(ptr) Variable UniformConstant 170: TypeImage 6(int) Cube array sampled format:Unknown 171: TypePointer UniformConstant 170 172(g_tTexcdi4a): 171(ptr) Variable UniformConstant 173: TypeImage 40(int) Cube array sampled format:Unknown 174: TypePointer UniformConstant 173 175(g_tTexcdu4a): 174(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 118(flattenTemp): 106(ptr) Variable Function 119:16(PS_OUTPUT) FunctionCall 18(@main() Store 118(flattenTemp) 119 122: 111(ptr) AccessChain 118(flattenTemp) 108 123: 15(fvec4) Load 122 Store 121(@entryPointOutput.Color) 123 126: 113(ptr) AccessChain 118(flattenTemp) 20 127: 14(float) Load 126 Store 125(@entryPointOutput.Depth) 127 Return FunctionEnd 8(getOffset1(): 6(int) Function None 7 9: Label ReturnValue 20 FunctionEnd 12(getOffset2(): 10(ivec2) Function None 11 13: Label ReturnValue 23 FunctionEnd 18(@main():16(PS_OUTPUT) Function None 17 19: Label 107(psout): 106(ptr) Variable Function 29: 26 Load 28(g_tTex1df4a) 37: 36(ptr) AccessChain 34 35 38: 30(ivec3) Load 37 39: 10(ivec2) VectorShuffle 38 38 0 1 43: 42(ptr) AccessChain 34 35 41 44: 6(int) Load 43 45: 6(int) FunctionCall 8(getOffset1() 46: 15(fvec4) ImageFetch 29 39 Lod Offset 44 45 50: 47 Load 49(g_tTex1di4a) 51: 36(ptr) AccessChain 34 35 52: 30(ivec3) Load 51 53: 10(ivec2) VectorShuffle 52 52 0 1 54: 42(ptr) AccessChain 34 35 41 55: 6(int) Load 54 56: 6(int) FunctionCall 8(getOffset1() 57: 31(ivec4) ImageFetch 50 53 Lod Offset 55 56 61: 58 Load 60(g_tTex1du4a) 62: 36(ptr) AccessChain 34 35 63: 30(ivec3) Load 62 64: 10(ivec2) VectorShuffle 63 63 0 1 65: 42(ptr) AccessChain 34 35 41 66: 6(int) Load 65 67: 6(int) FunctionCall 8(getOffset1() 69: 68(ivec4) ImageFetch 61 64 Lod Offset 66 67 73: 70 Load 72(g_tTex2df4a) 76: 75(ptr) AccessChain 34 74 77: 31(ivec4) Load 76 78: 30(ivec3) VectorShuffle 77 77 0 1 2 80: 42(ptr) AccessChain 34 74 79 81: 6(int) Load 80 82: 10(ivec2) FunctionCall 12(getOffset2() 83: 15(fvec4) ImageFetch 73 78 Lod Offset 81 82 87: 84 Load 86(g_tTex2di4a) 88: 75(ptr) AccessChain 34 74 89: 31(ivec4) Load 88 90: 30(ivec3) VectorShuffle 89 89 0 1 2 91: 42(ptr) AccessChain 34 74 79 92: 6(int) Load 91 93: 10(ivec2) FunctionCall 12(getOffset2() 94: 31(ivec4) ImageFetch 87 90 Lod Offset 92 93 98: 95 Load 97(g_tTex2du4a) 99: 75(ptr) AccessChain 34 74 100: 31(ivec4) Load 99 101: 30(ivec3) VectorShuffle 100 100 0 1 2 102: 42(ptr) AccessChain 34 74 79 103: 6(int) Load 102 104: 10(ivec2) FunctionCall 12(getOffset2() 105: 68(ivec4) ImageFetch 98 101 Lod Offset 103 104 112: 111(ptr) AccessChain 107(psout) 108 Store 112 110 114: 113(ptr) AccessChain 107(psout) 20 Store 114 109 115:16(PS_OUTPUT) Load 107(psout) ReturnValue 115 FunctionEnd