hlsl.samplecmplevelzero.offsetarray.dx10.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence 0:42 move second child to first child ( temp float) 0:42 'r11' ( temp float) 0:42 textureLodOffset ( temp float) 0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow) 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) 0:42 Constant: 0:42 0.100000 0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: 0:42 0.000000 0:42 Constant: 0:42 2 (const int) 0:43 Sequence 0:43 move second child to first child ( temp float) 0:43 'r13' ( temp float) 0:43 textureLodOffset ( temp float) 0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow) 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) 0:43 Constant: 0:43 0.100000 0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: 0:43 0.000000 0:43 Constant: 0:43 2 (const int) 0:44 Sequence 0:44 move second child to first child ( temp float) 0:44 'r15' ( temp float) 0:44 textureLodOffset ( temp float) 0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow) 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) 0:44 Constant: 0:44 0.100000 0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: 0:44 0.000000 0:44 Constant: 0:44 2 (const int) 0:47 Sequence 0:47 move second child to first child ( temp float) 0:47 'r31' ( temp float) 0:47 textureLodOffset ( temp float) 0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow) 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) 0:47 Constant: 0:47 0.100000 0:47 0.200000 0:47 0.300000 0:47 Constant: 0:47 0.750000 0:47 Constant: 0:47 0.000000 0:47 Constant: 0:47 2 (const int) 0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r33' ( temp float) 0:48 textureLodOffset ( temp float) 0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow) 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) 0:48 Constant: 0:48 0.100000 0:48 0.200000 0:48 0.300000 0:48 Constant: 0:48 0.750000 0:48 Constant: 0:48 0.000000 0:48 Constant: 0:48 2 (const int) 0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r35' ( temp float) 0:49 textureLodOffset ( temp float) 0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow) 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) 0:49 Constant: 0:49 0.100000 0:49 0.200000 0:49 0.300000 0:49 Constant: 0:49 0.750000 0:49 Constant: 0:49 0.000000 0:49 Constant: 0:49 2 (const int) 0:49 3 (const int) 0:63 move second child to first child ( temp 4-component vector of float) 0:63 Color: direct index for structure ( temp 4-component vector of float) 0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 1.000000 0:63 1.000000 0:63 1.000000 0:63 1.000000 0:64 move second child to first child ( temp float) 0:64 Depth: direct index for structure ( temp float) 0:64 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 1.000000 0:66 Branch: Return with expression 0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence 0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:38 Color: direct index for structure ( temp 4-component vector of float) 0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) 0:38 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:38 Depth: direct index for structure ( temp float) 0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 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 texture1DArrayShadow) 0:? 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:? 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:? 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:? 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:? 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) 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 0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Function Parameters: 0:? Sequence 0:42 Sequence 0:42 move second child to first child ( temp float) 0:42 'r11' ( temp float) 0:42 textureLodOffset ( temp float) 0:42 Construct combined texture-sampler ( temp sampler1DArrayShadow) 0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) 0:42 Construct vec3 ( temp 3-component vector of float) 0:42 Constant: 0:42 0.100000 0:42 0.200000 0:42 Constant: 0:42 0.750000 0:42 Constant: 0:42 0.000000 0:42 Constant: 0:42 2 (const int) 0:43 Sequence 0:43 move second child to first child ( temp float) 0:43 'r13' ( temp float) 0:43 textureLodOffset ( temp float) 0:43 Construct combined texture-sampler ( temp isampler1DArrayShadow) 0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) 0:43 Construct vec3 ( temp 3-component vector of float) 0:43 Constant: 0:43 0.100000 0:43 0.200000 0:43 Constant: 0:43 0.750000 0:43 Constant: 0:43 0.000000 0:43 Constant: 0:43 2 (const int) 0:44 Sequence 0:44 move second child to first child ( temp float) 0:44 'r15' ( temp float) 0:44 textureLodOffset ( temp float) 0:44 Construct combined texture-sampler ( temp usampler1DArrayShadow) 0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) 0:44 Construct vec3 ( temp 3-component vector of float) 0:44 Constant: 0:44 0.100000 0:44 0.200000 0:44 Constant: 0:44 0.750000 0:44 Constant: 0:44 0.000000 0:44 Constant: 0:44 2 (const int) 0:47 Sequence 0:47 move second child to first child ( temp float) 0:47 'r31' ( temp float) 0:47 textureLodOffset ( temp float) 0:47 Construct combined texture-sampler ( temp sampler2DArrayShadow) 0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) 0:47 Construct vec4 ( temp 4-component vector of float) 0:47 Constant: 0:47 0.100000 0:47 0.200000 0:47 0.300000 0:47 Constant: 0:47 0.750000 0:47 Constant: 0:47 0.000000 0:47 Constant: 0:47 2 (const int) 0:47 3 (const int) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'r33' ( temp float) 0:48 textureLodOffset ( temp float) 0:48 Construct combined texture-sampler ( temp isampler2DArrayShadow) 0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) 0:48 Construct vec4 ( temp 4-component vector of float) 0:48 Constant: 0:48 0.100000 0:48 0.200000 0:48 0.300000 0:48 Constant: 0:48 0.750000 0:48 Constant: 0:48 0.000000 0:48 Constant: 0:48 2 (const int) 0:48 3 (const int) 0:49 Sequence 0:49 move second child to first child ( temp float) 0:49 'r35' ( temp float) 0:49 textureLodOffset ( temp float) 0:49 Construct combined texture-sampler ( temp usampler2DArrayShadow) 0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) 0:49 Construct vec4 ( temp 4-component vector of float) 0:49 Constant: 0:49 0.100000 0:49 0.200000 0:49 0.300000 0:49 Constant: 0:49 0.750000 0:49 Constant: 0:49 0.000000 0:49 Constant: 0:49 2 (const int) 0:49 3 (const int) 0:63 move second child to first child ( temp 4-component vector of float) 0:63 Color: direct index for structure ( temp 4-component vector of float) 0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:63 Constant: 0:63 0 (const int) 0:63 Constant: 0:63 1.000000 0:63 1.000000 0:63 1.000000 0:63 1.000000 0:64 move second child to first child ( temp float) 0:64 Depth: direct index for structure ( temp float) 0:64 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:64 Constant: 0:64 1 (const int) 0:64 Constant: 0:64 1.000000 0:66 Branch: Return with expression 0:66 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Function Definition: main( ( temp void) 0:38 Function Parameters: 0:? Sequence 0:38 Sequence 0:38 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:38 Color: direct index for structure ( temp 4-component vector of float) 0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 0 (const int) 0:38 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:38 Depth: direct index for structure ( temp float) 0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:38 Constant: 0:38 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 texture1DArrayShadow) 0:? 'g_tTex1di4a' ( uniform itexture1DArrayShadow) 0:? 'g_tTex1du4a' ( uniform utexture1DArrayShadow) 0:? 'g_tTex2df4a' ( uniform texture2DArrayShadow) 0:? 'g_tTex2di4a' ( uniform itexture2DArrayShadow) 0:? 'g_tTex2du4a' ( uniform utexture2DArrayShadow) 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) Validation failed // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 179 Capability Shader Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 127 131 ExecutionMode 4 OriginUpperLeft ExecutionMode 4 DepthReplacing Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" MemberName 8(PS_OUTPUT) 1 "Depth" Name 10 "@main(" Name 13 "r11" Name 16 "g_tTex1df4a" Name 20 "g_sSamp" Name 38 "r13" Name 41 "g_tTex1di4a" Name 51 "r15" Name 55 "g_tTex1du4a" Name 65 "r31" Name 68 "g_tTex2df4a" Name 84 "r33" Name 87 "g_tTex2di4a" Name 98 "r35" Name 101 "g_tTex2du4a" Name 113 "psout" Name 124 "flattenTemp" Name 127 "@entryPointOutput.Color" Name 131 "@entryPointOutput.Depth" Name 136 "g_tTex1df4" Name 139 "g_tTex1di4" Name 142 "g_tTex1du4" Name 145 "g_tTex2df4" Name 148 "g_tTex2di4" Name 151 "g_tTex2du4" Name 154 "g_tTex3df4" Name 157 "g_tTex3di4" Name 160 "g_tTex3du4" Name 163 "g_tTexcdf4" Name 166 "g_tTexcdi4" Name 169 "g_tTexcdu4" Name 172 "g_tTexcdf4a" Name 175 "g_tTexcdi4a" Name 178 "g_tTexcdu4a" Decorate 16(g_tTex1df4a) DescriptorSet 0 Decorate 16(g_tTex1df4a) Binding 1 Decorate 20(g_sSamp) DescriptorSet 0 Decorate 20(g_sSamp) Binding 0 Decorate 41(g_tTex1di4a) DescriptorSet 0 Decorate 41(g_tTex1di4a) Binding 2 Decorate 55(g_tTex1du4a) DescriptorSet 0 Decorate 55(g_tTex1du4a) Binding 3 Decorate 68(g_tTex2df4a) DescriptorSet 0 Decorate 68(g_tTex2df4a) Binding 4 Decorate 87(g_tTex2di4a) DescriptorSet 0 Decorate 87(g_tTex2di4a) Binding 5 Decorate 101(g_tTex2du4a) DescriptorSet 0 Decorate 101(g_tTex2du4a) Binding 6 Decorate 127(@entryPointOutput.Color) Location 0 Decorate 131(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 136(g_tTex1df4) DescriptorSet 0 Decorate 136(g_tTex1df4) Binding 0 Decorate 139(g_tTex1di4) DescriptorSet 0 Decorate 139(g_tTex1di4) Binding 0 Decorate 142(g_tTex1du4) DescriptorSet 0 Decorate 142(g_tTex1du4) Binding 0 Decorate 145(g_tTex2df4) DescriptorSet 0 Decorate 145(g_tTex2df4) Binding 0 Decorate 148(g_tTex2di4) DescriptorSet 0 Decorate 148(g_tTex2di4) Binding 0 Decorate 151(g_tTex2du4) DescriptorSet 0 Decorate 151(g_tTex2du4) Binding 0 Decorate 154(g_tTex3df4) DescriptorSet 0 Decorate 154(g_tTex3df4) Binding 0 Decorate 157(g_tTex3di4) DescriptorSet 0 Decorate 157(g_tTex3di4) Binding 0 Decorate 160(g_tTex3du4) DescriptorSet 0 Decorate 160(g_tTex3du4) Binding 0 Decorate 163(g_tTexcdf4) DescriptorSet 0 Decorate 163(g_tTexcdf4) Binding 0 Decorate 166(g_tTexcdi4) DescriptorSet 0 Decorate 166(g_tTexcdi4) Binding 0 Decorate 169(g_tTexcdu4) DescriptorSet 0 Decorate 169(g_tTexcdu4) Binding 0 Decorate 172(g_tTexcdf4a) DescriptorSet 0 Decorate 172(g_tTexcdf4a) Binding 0 Decorate 175(g_tTexcdi4a) DescriptorSet 0 Decorate 175(g_tTexcdi4a) Binding 0 Decorate 178(g_tTexcdu4a) DescriptorSet 0 Decorate 178(g_tTexcdu4a) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) 9: TypeFunction 8(PS_OUTPUT) 12: TypePointer Function 6(float) 14: TypeImage 6(float) 1D depth array sampled format:Unknown 15: TypePointer UniformConstant 14 16(g_tTex1df4a): 15(ptr) Variable UniformConstant 18: TypeSampler 19: TypePointer UniformConstant 18 20(g_sSamp): 19(ptr) Variable UniformConstant 22: TypeSampledImage 14 24: TypeVector 6(float) 2 25: 6(float) Constant 1036831949 26: 6(float) Constant 1045220557 27: 24(fvec2) ConstantComposite 25 26 28: 6(float) Constant 1061158912 29: TypeVector 6(float) 3 33: 6(float) Constant 0 34: TypeInt 32 1 35: 34(int) Constant 2 39: TypeImage 34(int) 1D depth array sampled format:Unknown 40: TypePointer UniformConstant 39 41(g_tTex1di4a): 40(ptr) Variable UniformConstant 44: TypeSampledImage 39 52: TypeInt 32 0 53: TypeImage 52(int) 1D depth array sampled format:Unknown 54: TypePointer UniformConstant 53 55(g_tTex1du4a): 54(ptr) Variable UniformConstant 58: TypeSampledImage 53 66: TypeImage 6(float) 2D depth array sampled format:Unknown 67: TypePointer UniformConstant 66 68(g_tTex2df4a): 67(ptr) Variable UniformConstant 71: TypeSampledImage 66 73: 6(float) Constant 1050253722 74: 29(fvec3) ConstantComposite 25 26 73 79: TypeVector 34(int) 2 80: 34(int) Constant 3 81: 79(ivec2) ConstantComposite 35 80 85: TypeImage 34(int) 2D depth array sampled format:Unknown 86: TypePointer UniformConstant 85 87(g_tTex2di4a): 86(ptr) Variable UniformConstant 90: TypeSampledImage 85 99: TypeImage 52(int) 2D depth array sampled format:Unknown 100: TypePointer UniformConstant 99 101(g_tTex2du4a): 100(ptr) Variable UniformConstant 104: TypeSampledImage 99 112: TypePointer Function 8(PS_OUTPUT) 114: 34(int) Constant 0 115: 6(float) Constant 1065353216 116: 7(fvec4) ConstantComposite 115 115 115 115 117: TypePointer Function 7(fvec4) 119: 34(int) Constant 1 126: TypePointer Output 7(fvec4) 127(@entryPointOutput.Color): 126(ptr) Variable Output 130: TypePointer Output 6(float) 131(@entryPointOutput.Depth): 130(ptr) Variable Output 134: TypeImage 6(float) 1D sampled format:Unknown 135: TypePointer UniformConstant 134 136(g_tTex1df4): 135(ptr) Variable UniformConstant 137: TypeImage 34(int) 1D sampled format:Unknown 138: TypePointer UniformConstant 137 139(g_tTex1di4): 138(ptr) Variable UniformConstant 140: TypeImage 52(int) 1D sampled format:Unknown 141: TypePointer UniformConstant 140 142(g_tTex1du4): 141(ptr) Variable UniformConstant 143: TypeImage 6(float) 2D sampled format:Unknown 144: TypePointer UniformConstant 143 145(g_tTex2df4): 144(ptr) Variable UniformConstant 146: TypeImage 34(int) 2D sampled format:Unknown 147: TypePointer UniformConstant 146 148(g_tTex2di4): 147(ptr) Variable UniformConstant 149: TypeImage 52(int) 2D sampled format:Unknown 150: TypePointer UniformConstant 149 151(g_tTex2du4): 150(ptr) Variable UniformConstant 152: TypeImage 6(float) 3D sampled format:Unknown 153: TypePointer UniformConstant 152 154(g_tTex3df4): 153(ptr) Variable UniformConstant 155: TypeImage 34(int) 3D sampled format:Unknown 156: TypePointer UniformConstant 155 157(g_tTex3di4): 156(ptr) Variable UniformConstant 158: TypeImage 52(int) 3D sampled format:Unknown 159: TypePointer UniformConstant 158 160(g_tTex3du4): 159(ptr) Variable UniformConstant 161: TypeImage 6(float) Cube sampled format:Unknown 162: TypePointer UniformConstant 161 163(g_tTexcdf4): 162(ptr) Variable UniformConstant 164: TypeImage 34(int) Cube sampled format:Unknown 165: TypePointer UniformConstant 164 166(g_tTexcdi4): 165(ptr) Variable UniformConstant 167: TypeImage 52(int) Cube sampled format:Unknown 168: TypePointer UniformConstant 167 169(g_tTexcdu4): 168(ptr) Variable UniformConstant 170: TypeImage 6(float) Cube array sampled format:Unknown 171: TypePointer UniformConstant 170 172(g_tTexcdf4a): 171(ptr) Variable UniformConstant 173: TypeImage 34(int) Cube array sampled format:Unknown 174: TypePointer UniformConstant 173 175(g_tTexcdi4a): 174(ptr) Variable UniformConstant 176: TypeImage 52(int) Cube array sampled format:Unknown 177: TypePointer UniformConstant 176 178(g_tTexcdu4a): 177(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 124(flattenTemp): 112(ptr) Variable Function 125:8(PS_OUTPUT) FunctionCall 10(@main() Store 124(flattenTemp) 125 128: 117(ptr) AccessChain 124(flattenTemp) 114 129: 7(fvec4) Load 128 Store 127(@entryPointOutput.Color) 129 132: 12(ptr) AccessChain 124(flattenTemp) 119 133: 6(float) Load 132 Store 131(@entryPointOutput.Depth) 133 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 13(r11): 12(ptr) Variable Function 38(r13): 12(ptr) Variable Function 51(r15): 12(ptr) Variable Function 65(r31): 12(ptr) Variable Function 84(r33): 12(ptr) Variable Function 98(r35): 12(ptr) Variable Function 113(psout): 112(ptr) Variable Function 17: 14 Load 16(g_tTex1df4a) 21: 18 Load 20(g_sSamp) 23: 22 SampledImage 17 21 30: 6(float) CompositeExtract 27 0 31: 6(float) CompositeExtract 27 1 32: 29(fvec3) CompositeConstruct 30 31 28 36: 6(float) CompositeExtract 32 2 37: 6(float) ImageSampleDrefExplicitLod 23 32 36 Lod ConstOffset 33 35 Store 13(r11) 37 42: 39 Load 41(g_tTex1di4a) 43: 18 Load 20(g_sSamp) 45: 44 SampledImage 42 43 46: 6(float) CompositeExtract 27 0 47: 6(float) CompositeExtract 27 1 48: 29(fvec3) CompositeConstruct 46 47 28 49: 6(float) CompositeExtract 48 2 50: 6(float) ImageSampleDrefExplicitLod 45 48 49 Lod ConstOffset 33 35 Store 38(r13) 50 56: 53 Load 55(g_tTex1du4a) 57: 18 Load 20(g_sSamp) 59: 58 SampledImage 56 57 60: 6(float) CompositeExtract 27 0 61: 6(float) CompositeExtract 27 1 62: 29(fvec3) CompositeConstruct 60 61 28 63: 6(float) CompositeExtract 62 2 64: 6(float) ImageSampleDrefExplicitLod 59 62 63 Lod ConstOffset 33 35 Store 51(r15) 64 69: 66 Load 68(g_tTex2df4a) 70: 18 Load 20(g_sSamp) 72: 71 SampledImage 69 70 75: 6(float) CompositeExtract 74 0 76: 6(float) CompositeExtract 74 1 77: 6(float) CompositeExtract 74 2 78: 7(fvec4) CompositeConstruct 75 76 77 28 82: 6(float) CompositeExtract 78 3 83: 6(float) ImageSampleDrefExplicitLod 72 78 82 Lod ConstOffset 33 81 Store 65(r31) 83 88: 85 Load 87(g_tTex2di4a) 89: 18 Load 20(g_sSamp) 91: 90 SampledImage 88 89 92: 6(float) CompositeExtract 74 0 93: 6(float) CompositeExtract 74 1 94: 6(float) CompositeExtract 74 2 95: 7(fvec4) CompositeConstruct 92 93 94 28 96: 6(float) CompositeExtract 95 3 97: 6(float) ImageSampleDrefExplicitLod 91 95 96 Lod ConstOffset 33 81 Store 84(r33) 97 102: 99 Load 101(g_tTex2du4a) 103: 18 Load 20(g_sSamp) 105: 104 SampledImage 102 103 106: 6(float) CompositeExtract 74 0 107: 6(float) CompositeExtract 74 1 108: 6(float) CompositeExtract 74 2 109: 7(fvec4) CompositeConstruct 106 107 108 28 110: 6(float) CompositeExtract 109 3 111: 6(float) ImageSampleDrefExplicitLod 105 109 110 Lod ConstOffset 33 81 Store 98(r35) 111 118: 117(ptr) AccessChain 113(psout) 114 Store 118 116 120: 12(ptr) AccessChain 113(psout) 119 Store 120 115 121:8(PS_OUTPUT) Load 113(psout) ReturnValue 121 FunctionEnd