hlsl.sample.dx9.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: 0:? Sequence 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'ColorOut' ( temp 4-component vector of float) 0:18 Constant: 0:18 0.000000 0:18 0.000000 0:18 0.000000 0:18 0.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'ColorOut' ( temp 4-component vector of float) 0:20 texture ( temp 4-component vector of float) 0:20 'g_sam' (layout( binding=0) uniform sampler2D) 0:20 Constant: 0:20 0.400000 0:20 0.300000 0:21 add second child into first child ( temp 4-component vector of float) 0:21 'ColorOut' ( temp 4-component vector of float) 0:21 texture ( temp 4-component vector of float) 0:21 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:21 Constant: 0:21 0.500000 0:22 add second child into first child ( temp 4-component vector of float) 0:22 'ColorOut' ( temp 4-component vector of float) 0:22 texture ( temp 4-component vector of float) 0:22 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:22 Constant: 0:22 0.500000 0:22 0.600000 0:23 add second child into first child ( temp 4-component vector of float) 0:23 'ColorOut' ( temp 4-component vector of float) 0:23 texture ( temp 4-component vector of float) 0:23 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:23 Constant: 0:23 0.500000 0:23 0.600000 0:23 0.400000 0:24 add second child into first child ( temp 4-component vector of float) 0:24 'ColorOut' ( temp 4-component vector of float) 0:24 texture ( temp 4-component vector of float) 0:24 'g_samCube' (layout( binding=4) uniform samplerCube) 0:24 Constant: 0:24 0.500000 0:24 0.600000 0:24 0.400000 0:26 add second child into first child ( temp 4-component vector of float) 0:26 'ColorOut' ( temp 4-component vector of float) 0:26 textureLod ( temp 4-component vector of float) 0:26 'g_sam' (layout( binding=0) uniform sampler2D) 0:26 Construct vec2 ( temp 2-component vector of float) 0:26 Constant: 0:26 0.400000 0:26 0.300000 0:26 0.000000 0:26 0.000000 0:26 direct index ( temp float) 0:26 Constant: 0:26 0.400000 0:26 0.300000 0:26 0.000000 0:26 0.000000 0:26 Constant: 0:26 3 (const int) 0:27 add second child into first child ( temp 4-component vector of float) 0:27 'ColorOut' ( temp 4-component vector of float) 0:27 textureLod ( temp 4-component vector of float) 0:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:27 Construct float ( temp float) 0:27 Constant: 0:27 0.500000 0:27 0.000000 0:27 0.000000 0:27 0.000000 0:27 direct index ( temp float) 0:27 Constant: 0:27 0.500000 0:27 0.000000 0:27 0.000000 0:27 0.000000 0:27 Constant: 0:27 3 (const int) 0:28 add second child into first child ( temp 4-component vector of float) 0:28 'ColorOut' ( temp 4-component vector of float) 0:28 textureLod ( temp 4-component vector of float) 0:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:28 Construct vec2 ( temp 2-component vector of float) 0:28 Constant: 0:28 0.500000 0:28 0.600000 0:28 0.000000 0:28 0.000000 0:28 direct index ( temp float) 0:28 Constant: 0:28 0.500000 0:28 0.600000 0:28 0.000000 0:28 0.000000 0:28 Constant: 0:28 3 (const int) 0:29 add second child into first child ( temp 4-component vector of float) 0:29 'ColorOut' ( temp 4-component vector of float) 0:29 textureLod ( temp 4-component vector of float) 0:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:29 Construct vec3 ( temp 3-component vector of float) 0:29 Constant: 0:29 0.500000 0:29 0.600000 0:29 0.400000 0:29 0.000000 0:29 direct index ( temp float) 0:29 Constant: 0:29 0.500000 0:29 0.600000 0:29 0.400000 0:29 0.000000 0:29 Constant: 0:29 3 (const int) 0:30 add second child into first child ( temp 4-component vector of float) 0:30 'ColorOut' ( temp 4-component vector of float) 0:30 textureLod ( temp 4-component vector of float) 0:30 'g_samCube' (layout( binding=4) uniform samplerCube) 0:30 Construct vec3 ( temp 3-component vector of float) 0:30 Constant: 0:30 0.500000 0:30 0.600000 0:30 0.400000 0:30 0.000000 0:30 direct index ( temp float) 0:30 Constant: 0:30 0.500000 0:30 0.600000 0:30 0.400000 0:30 0.000000 0:30 Constant: 0:30 3 (const int) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 Color: direct index for structure ( temp 4-component vector of float) 0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:32 Constant: 0:32 0 (const int) 0:32 divide ( temp 4-component vector of float) 0:32 'ColorOut' ( temp 4-component vector of float) 0:32 Constant: 0:32 10.000000 0:33 move second child to first child ( temp float) 0:33 Depth: direct index for structure ( temp float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.000000 0:35 Branch: Return with expression 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 Sequence 0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:15 Color: direct index for structure ( temp 4-component vector of float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 0 (const int) 0:15 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:15 Depth: direct index for structure ( temp float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 1 (const int) 0:? Linker Objects 0:? 'g_sam' (layout( binding=0) uniform sampler2D) 0:? 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:? 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:? 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:? 'g_samCube' (layout( binding=4) uniform samplerCube) 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 0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: 0:? Sequence 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'ColorOut' ( temp 4-component vector of float) 0:18 Constant: 0:18 0.000000 0:18 0.000000 0:18 0.000000 0:18 0.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'ColorOut' ( temp 4-component vector of float) 0:20 texture ( temp 4-component vector of float) 0:20 'g_sam' (layout( binding=0) uniform sampler2D) 0:20 Constant: 0:20 0.400000 0:20 0.300000 0:21 add second child into first child ( temp 4-component vector of float) 0:21 'ColorOut' ( temp 4-component vector of float) 0:21 texture ( temp 4-component vector of float) 0:21 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:21 Constant: 0:21 0.500000 0:22 add second child into first child ( temp 4-component vector of float) 0:22 'ColorOut' ( temp 4-component vector of float) 0:22 texture ( temp 4-component vector of float) 0:22 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:22 Constant: 0:22 0.500000 0:22 0.600000 0:23 add second child into first child ( temp 4-component vector of float) 0:23 'ColorOut' ( temp 4-component vector of float) 0:23 texture ( temp 4-component vector of float) 0:23 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:23 Constant: 0:23 0.500000 0:23 0.600000 0:23 0.400000 0:24 add second child into first child ( temp 4-component vector of float) 0:24 'ColorOut' ( temp 4-component vector of float) 0:24 texture ( temp 4-component vector of float) 0:24 'g_samCube' (layout( binding=4) uniform samplerCube) 0:24 Constant: 0:24 0.500000 0:24 0.600000 0:24 0.400000 0:26 add second child into first child ( temp 4-component vector of float) 0:26 'ColorOut' ( temp 4-component vector of float) 0:26 textureLod ( temp 4-component vector of float) 0:26 'g_sam' (layout( binding=0) uniform sampler2D) 0:26 Construct vec2 ( temp 2-component vector of float) 0:26 Constant: 0:26 0.400000 0:26 0.300000 0:26 0.000000 0:26 0.000000 0:26 direct index ( temp float) 0:26 Constant: 0:26 0.400000 0:26 0.300000 0:26 0.000000 0:26 0.000000 0:26 Constant: 0:26 3 (const int) 0:27 add second child into first child ( temp 4-component vector of float) 0:27 'ColorOut' ( temp 4-component vector of float) 0:27 textureLod ( temp 4-component vector of float) 0:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:27 Construct float ( temp float) 0:27 Constant: 0:27 0.500000 0:27 0.000000 0:27 0.000000 0:27 0.000000 0:27 direct index ( temp float) 0:27 Constant: 0:27 0.500000 0:27 0.000000 0:27 0.000000 0:27 0.000000 0:27 Constant: 0:27 3 (const int) 0:28 add second child into first child ( temp 4-component vector of float) 0:28 'ColorOut' ( temp 4-component vector of float) 0:28 textureLod ( temp 4-component vector of float) 0:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:28 Construct vec2 ( temp 2-component vector of float) 0:28 Constant: 0:28 0.500000 0:28 0.600000 0:28 0.000000 0:28 0.000000 0:28 direct index ( temp float) 0:28 Constant: 0:28 0.500000 0:28 0.600000 0:28 0.000000 0:28 0.000000 0:28 Constant: 0:28 3 (const int) 0:29 add second child into first child ( temp 4-component vector of float) 0:29 'ColorOut' ( temp 4-component vector of float) 0:29 textureLod ( temp 4-component vector of float) 0:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:29 Construct vec3 ( temp 3-component vector of float) 0:29 Constant: 0:29 0.500000 0:29 0.600000 0:29 0.400000 0:29 0.000000 0:29 direct index ( temp float) 0:29 Constant: 0:29 0.500000 0:29 0.600000 0:29 0.400000 0:29 0.000000 0:29 Constant: 0:29 3 (const int) 0:30 add second child into first child ( temp 4-component vector of float) 0:30 'ColorOut' ( temp 4-component vector of float) 0:30 textureLod ( temp 4-component vector of float) 0:30 'g_samCube' (layout( binding=4) uniform samplerCube) 0:30 Construct vec3 ( temp 3-component vector of float) 0:30 Constant: 0:30 0.500000 0:30 0.600000 0:30 0.400000 0:30 0.000000 0:30 direct index ( temp float) 0:30 Constant: 0:30 0.500000 0:30 0.600000 0:30 0.400000 0:30 0.000000 0:30 Constant: 0:30 3 (const int) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 Color: direct index for structure ( temp 4-component vector of float) 0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:32 Constant: 0:32 0 (const int) 0:32 divide ( temp 4-component vector of float) 0:32 'ColorOut' ( temp 4-component vector of float) 0:32 Constant: 0:32 10.000000 0:33 move second child to first child ( temp float) 0:33 Depth: direct index for structure ( temp float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.000000 0:35 Branch: Return with expression 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 Sequence 0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:15 Color: direct index for structure ( temp 4-component vector of float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 0 (const int) 0:15 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:15 Depth: direct index for structure ( temp float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 1 (const int) 0:? Linker Objects 0:? 'g_sam' (layout( binding=0) uniform sampler2D) 0:? 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:? 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:? 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:? 'g_samCube' (layout( binding=4) uniform samplerCube) 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 135 Capability Shader Capability Sampled1D 2: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 5 "main" 128 132 ExecutionMode 5 OriginUpperLeft ExecutionMode 5 DepthReplacing 1: String "" Source HLSL 500 1 "// OpModuleProcessed auto-map-locations // OpModuleProcessed auto-map-bindings // OpModuleProcessed entry-point main // OpModuleProcessed client vulkan100 // OpModuleProcessed target-env vulkan1.0 // OpModuleProcessed keep-uncalled // OpModuleProcessed hlsl-offsets #line 1 " Name 5 "main" Name 9 "PS_OUTPUT" MemberName 9(PS_OUTPUT) 0 "Color" MemberName 9(PS_OUTPUT) 1 "Depth" Name 11 "@main(" Name 14 "ColorOut" Name 20 "g_sam" Name 32 "g_sam1D" Name 38 "g_sam2D" Name 48 "g_sam3D" Name 58 "g_samCube" Name 110 "psout" Name 125 "flattenTemp" Name 128 "@entryPointOutput.Color" Name 132 "@entryPointOutput.Depth" Decorate 20(g_sam) DescriptorSet 0 Decorate 20(g_sam) Binding 0 Decorate 32(g_sam1D) DescriptorSet 0 Decorate 32(g_sam1D) Binding 1 Decorate 38(g_sam2D) DescriptorSet 0 Decorate 38(g_sam2D) Binding 2 Decorate 48(g_sam3D) DescriptorSet 0 Decorate 48(g_sam3D) Binding 3 Decorate 58(g_samCube) DescriptorSet 0 Decorate 58(g_samCube) Binding 4 Decorate 128(@entryPointOutput.Color) Location 0 Decorate 132(@entryPointOutput.Depth) BuiltIn FragDepth 3: TypeVoid 4: TypeFunction 3 7: TypeFloat 32 8: TypeVector 7(float) 4 9(PS_OUTPUT): TypeStruct 8(fvec4) 7(float) 10: TypeFunction 9(PS_OUTPUT) 13: TypePointer Function 8(fvec4) 15: 7(float) Constant 0 16: 8(fvec4) ConstantComposite 15 15 15 15 17: TypeImage 7(float) 2D sampled format:Unknown 18: TypeSampledImage 17 19: TypePointer UniformConstant 18 20(g_sam): 19(ptr) Variable UniformConstant 22: TypeVector 7(float) 2 23: 7(float) Constant 1053609165 24: 7(float) Constant 1050253722 25: 22(fvec2) ConstantComposite 23 24 29: TypeImage 7(float) 1D sampled format:Unknown 30: TypeSampledImage 29 31: TypePointer UniformConstant 30 32(g_sam1D): 31(ptr) Variable UniformConstant 34: 7(float) Constant 1056964608 38(g_sam2D): 19(ptr) Variable UniformConstant 40: 7(float) Constant 1058642330 41: 22(fvec2) ConstantComposite 34 40 45: TypeImage 7(float) 3D sampled format:Unknown 46: TypeSampledImage 45 47: TypePointer UniformConstant 46 48(g_sam3D): 47(ptr) Variable UniformConstant 50: TypeVector 7(float) 3 51: 50(fvec3) ConstantComposite 34 40 23 55: TypeImage 7(float) Cube sampled format:Unknown 56: TypeSampledImage 55 57: TypePointer UniformConstant 56 58(g_samCube): 57(ptr) Variable UniformConstant 64: 8(fvec4) ConstantComposite 23 24 15 15 68: TypeInt 32 0 69: 68(int) Constant 3 75: 8(fvec4) ConstantComposite 34 15 15 15 82: 8(fvec4) ConstantComposite 34 40 15 15 91: 8(fvec4) ConstantComposite 34 40 23 15 109: TypePointer Function 9(PS_OUTPUT) 111: TypeInt 32 1 112: 111(int) Constant 0 114: 7(float) Constant 1092616192 118: 111(int) Constant 1 119: 7(float) Constant 1065353216 120: TypePointer Function 7(float) 127: TypePointer Output 8(fvec4) 128(@entryPointOutput.Color): 127(ptr) Variable Output 131: TypePointer Output 7(float) 132(@entryPointOutput.Depth): 131(ptr) Variable Output Line 1 15 1 5(main): 3 Function None 4 6: Label 125(flattenTemp): 109(ptr) Variable Function Line 1 15 0 126:9(PS_OUTPUT) FunctionCall 11(@main() Store 125(flattenTemp) 126 129: 13(ptr) AccessChain 125(flattenTemp) 112 130: 8(fvec4) Load 129 Store 128(@entryPointOutput.Color) 130 133: 120(ptr) AccessChain 125(flattenTemp) 118 134: 7(float) Load 133 Store 132(@entryPointOutput.Depth) 134 Return FunctionEnd Line 1 15 1 11(@main():9(PS_OUTPUT) Function None 10 12: Label 14(ColorOut): 13(ptr) Variable Function 110(psout): 109(ptr) Variable Function Line 1 18 0 Store 14(ColorOut) 16 Line 1 20 0 21: 18 Load 20(g_sam) 26: 8(fvec4) ImageSampleImplicitLod 21 25 27: 8(fvec4) Load 14(ColorOut) 28: 8(fvec4) FAdd 27 26 Store 14(ColorOut) 28 Line 1 21 0 33: 30 Load 32(g_sam1D) 35: 8(fvec4) ImageSampleImplicitLod 33 34 36: 8(fvec4) Load 14(ColorOut) 37: 8(fvec4) FAdd 36 35 Store 14(ColorOut) 37 Line 1 22 0 39: 18 Load 38(g_sam2D) 42: 8(fvec4) ImageSampleImplicitLod 39 41 43: 8(fvec4) Load 14(ColorOut) 44: 8(fvec4) FAdd 43 42 Store 14(ColorOut) 44 Line 1 23 0 49: 46 Load 48(g_sam3D) 52: 8(fvec4) ImageSampleImplicitLod 49 51 53: 8(fvec4) Load 14(ColorOut) 54: 8(fvec4) FAdd 53 52 Store 14(ColorOut) 54 Line 1 24 0 59: 56 Load 58(g_samCube) 60: 8(fvec4) ImageSampleImplicitLod 59 51 61: 8(fvec4) Load 14(ColorOut) 62: 8(fvec4) FAdd 61 60 Store 14(ColorOut) 62 Line 1 26 0 63: 18 Load 20(g_sam) 65: 7(float) CompositeExtract 64 0 66: 7(float) CompositeExtract 64 1 67: 22(fvec2) CompositeConstruct 65 66 70: 7(float) CompositeExtract 64 3 71: 8(fvec4) ImageSampleExplicitLod 63 67 Lod 70 72: 8(fvec4) Load 14(ColorOut) 73: 8(fvec4) FAdd 72 71 Store 14(ColorOut) 73 Line 1 27 0 74: 30 Load 32(g_sam1D) 76: 7(float) CompositeExtract 75 0 77: 7(float) CompositeExtract 75 3 78: 8(fvec4) ImageSampleExplicitLod 74 76 Lod 77 79: 8(fvec4) Load 14(ColorOut) 80: 8(fvec4) FAdd 79 78 Store 14(ColorOut) 80 Line 1 28 0 81: 18 Load 38(g_sam2D) 83: 7(float) CompositeExtract 82 0 84: 7(float) CompositeExtract 82 1 85: 22(fvec2) CompositeConstruct 83 84 86: 7(float) CompositeExtract 82 3 87: 8(fvec4) ImageSampleExplicitLod 81 85 Lod 86 88: 8(fvec4) Load 14(ColorOut) 89: 8(fvec4) FAdd 88 87 Store 14(ColorOut) 89 Line 1 29 0 90: 46 Load 48(g_sam3D) 92: 7(float) CompositeExtract 91 0 93: 7(float) CompositeExtract 91 1 94: 7(float) CompositeExtract 91 2 95: 50(fvec3) CompositeConstruct 92 93 94 96: 7(float) CompositeExtract 91 3 97: 8(fvec4) ImageSampleExplicitLod 90 95 Lod 96 98: 8(fvec4) Load 14(ColorOut) 99: 8(fvec4) FAdd 98 97 Store 14(ColorOut) 99 Line 1 30 0 100: 56 Load 58(g_samCube) 101: 7(float) CompositeExtract 91 0 102: 7(float) CompositeExtract 91 1 103: 7(float) CompositeExtract 91 2 104: 50(fvec3) CompositeConstruct 101 102 103 105: 7(float) CompositeExtract 91 3 106: 8(fvec4) ImageSampleExplicitLod 100 104 Lod 105 107: 8(fvec4) Load 14(ColorOut) 108: 8(fvec4) FAdd 107 106 Store 14(ColorOut) 108 Line 1 32 0 113: 8(fvec4) Load 14(ColorOut) 115: 8(fvec4) CompositeConstruct 114 114 114 114 116: 8(fvec4) FDiv 113 115 117: 13(ptr) AccessChain 110(psout) 112 Store 117 116 Line 1 33 0 121: 120(ptr) AccessChain 110(psout) 118 Store 121 119 Line 1 35 0 122:9(PS_OUTPUT) Load 110(psout) ReturnValue 122 FunctionEnd