hlsl.mip.operator.frag Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: @main( ( temp 4-component vector of float) 0:5 Function Parameters: 0:? Sequence 0:13 Branch: Return with expression 0:9 add ( temp 4-component vector of float) 0:6 add ( temp 4-component vector of float) 0:6 textureFetch ( temp 4-component vector of float) 0:6 'g_tTex2df4' ( uniform texture2D) 0:6 Constant: 0:6 3 (const uint) 0:6 4 (const uint) 0:6 Constant: 0:6 2 (const int) 0:9 textureFetch ( temp 4-component vector of float) 0:9 'g_tTex2df4a' ( uniform texture2DArray) 0:9 Constant: 0:9 6 (const uint) 0:9 7 (const uint) 0:9 8 (const uint) 0:9 Constant: 0:9 5 (const uint) 0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) 0:13 Convert float to uint ( temp 2-component vector of uint) 0:13 vector swizzle ( temp 2-component vector of float) 0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) 0:13 Constant: 0:13 14 (const uint) 0:13 15 (const uint) 0:13 Constant: 0:13 13 (const int) 0:13 Sequence 0:13 Constant: 0:13 0 (const int) 0:13 Constant: 0:13 1 (const int) 0:13 Convert float to uint ( temp uint) 0:13 direct index ( temp float) 0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) 0:13 Constant: 0:13 10 (const uint) 0:13 11 (const uint) 0:13 Constant: 0:13 9 (const int) 0:13 Constant: 0:13 0 (const int) 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence 0:5 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:5 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 'g_tTex2df4a' ( uniform texture2DArray) 0:? 'g_tTex2df4' ( uniform texture2D) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left 0:? Sequence 0:5 Function Definition: @main( ( temp 4-component vector of float) 0:5 Function Parameters: 0:? Sequence 0:13 Branch: Return with expression 0:9 add ( temp 4-component vector of float) 0:6 add ( temp 4-component vector of float) 0:6 textureFetch ( temp 4-component vector of float) 0:6 'g_tTex2df4' ( uniform texture2D) 0:6 Constant: 0:6 3 (const uint) 0:6 4 (const uint) 0:6 Constant: 0:6 2 (const int) 0:9 textureFetch ( temp 4-component vector of float) 0:9 'g_tTex2df4a' ( uniform texture2DArray) 0:9 Constant: 0:9 6 (const uint) 0:9 7 (const uint) 0:9 8 (const uint) 0:9 Constant: 0:9 5 (const uint) 0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) 0:13 Convert float to uint ( temp 2-component vector of uint) 0:13 vector swizzle ( temp 2-component vector of float) 0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) 0:13 Constant: 0:13 14 (const uint) 0:13 15 (const uint) 0:13 Constant: 0:13 13 (const int) 0:13 Sequence 0:13 Constant: 0:13 0 (const int) 0:13 Constant: 0:13 1 (const int) 0:13 Convert float to uint ( temp uint) 0:13 direct index ( temp float) 0:13 textureFetch ( temp 4-component vector of float) 0:13 'g_tTex2df4' ( uniform texture2D) 0:13 Constant: 0:13 10 (const uint) 0:13 11 (const uint) 0:13 Constant: 0:13 9 (const int) 0:13 Constant: 0:13 0 (const int) 0:5 Function Definition: main( ( temp void) 0:5 Function Parameters: 0:? Sequence 0:5 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:5 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects 0:? 'g_tTex2df4a' ( uniform texture2DArray) 0:? 'g_tTex2df4' ( uniform texture2D) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 61 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 59 ExecutionMode 4 OriginUpperLeft Source HLSL 500 Name 4 "main" Name 9 "@main(" Name 13 "g_tTex2df4" Name 25 "g_tTex2df4a" Name 59 "@entryPointOutput" Decorate 13(g_tTex2df4) DescriptorSet 0 Decorate 13(g_tTex2df4) Binding 1 Decorate 25(g_tTex2df4a) DescriptorSet 0 Decorate 25(g_tTex2df4a) Binding 0 Decorate 59(@entryPointOutput) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeFunction 7(fvec4) 11: TypeImage 6(float) 2D sampled format:Unknown 12: TypePointer UniformConstant 11 13(g_tTex2df4): 12(ptr) Variable UniformConstant 15: TypeInt 32 0 16: TypeVector 15(int) 2 17: 15(int) Constant 3 18: 15(int) Constant 4 19: 16(ivec2) ConstantComposite 17 18 20: TypeInt 32 1 21: 20(int) Constant 2 23: TypeImage 6(float) 2D array sampled format:Unknown 24: TypePointer UniformConstant 23 25(g_tTex2df4a): 24(ptr) Variable UniformConstant 27: TypeVector 15(int) 3 28: 15(int) Constant 6 29: 15(int) Constant 7 30: 15(int) Constant 8 31: 27(ivec3) ConstantComposite 28 29 30 32: 15(int) Constant 5 37: 15(int) Constant 14 38: 15(int) Constant 15 39: 16(ivec2) ConstantComposite 37 38 40: 20(int) Constant 13 42: TypeVector 6(float) 2 46: 15(int) Constant 10 47: 15(int) Constant 11 48: 16(ivec2) ConstantComposite 46 47 49: 20(int) Constant 9 51: 15(int) Constant 0 58: TypePointer Output 7(fvec4) 59(@entryPointOutput): 58(ptr) Variable Output 4(main): 2 Function None 3 5: Label 60: 7(fvec4) FunctionCall 9(@main() Store 59(@entryPointOutput) 60 Return FunctionEnd 9(@main(): 7(fvec4) Function None 8 10: Label 14: 11 Load 13(g_tTex2df4) 22: 7(fvec4) ImageFetch 14 19 Lod 21 26: 23 Load 25(g_tTex2df4a) 33: 7(fvec4) ImageFetch 26 31 Lod 32 34: 7(fvec4) FAdd 22 33 35: 11 Load 13(g_tTex2df4) 36: 11 Load 13(g_tTex2df4) 41: 7(fvec4) ImageFetch 36 39 Lod 40 43: 42(fvec2) VectorShuffle 41 41 0 1 44: 16(ivec2) ConvertFToU 43 45: 11 Load 13(g_tTex2df4) 50: 7(fvec4) ImageFetch 45 48 Lod 49 52: 6(float) CompositeExtract 50 0 53: 15(int) ConvertFToU 52 54: 7(fvec4) ImageFetch 35 44 Lod 53 55: 7(fvec4) FAdd 34 54 ReturnValue 55 FunctionEnd