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Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.frag.out')
-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.frag.out738
1 files changed, 738 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.frag.out
new file mode 100644
index 00000000000..c8e8eb63073
--- /dev/null
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.frag.out
@@ -0,0 +1,738 @@
+hlsl.load.basic.dx10.frag
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:48 Function Parameters:
+0:? Sequence
+0:52 textureFetch (temp 4-component vector of float)
+0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
+0:52 vector swizzle (temp int)
+0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:52 Constant:
+0:52 1 (const uint)
+0:52 Sequence
+0:52 Constant:
+0:52 0 (const int)
+0:52 direct index (temp int)
+0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:52 Constant:
+0:52 1 (const uint)
+0:52 Constant:
+0:52 1 (const int)
+0:53 textureFetch (temp 4-component vector of int)
+0:53 'g_tTex1di4' (uniform itexture1D)
+0:53 vector swizzle (temp int)
+0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:53 Constant:
+0:53 1 (const uint)
+0:53 Sequence
+0:53 Constant:
+0:53 0 (const int)
+0:53 direct index (temp int)
+0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:53 Constant:
+0:53 1 (const uint)
+0:53 Constant:
+0:53 1 (const int)
+0:54 textureFetch (temp 4-component vector of uint)
+0:54 'g_tTex1du4' (uniform utexture1D)
+0:54 vector swizzle (temp int)
+0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:54 Constant:
+0:54 1 (const uint)
+0:54 Sequence
+0:54 Constant:
+0:54 0 (const int)
+0:54 direct index (temp int)
+0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:54 Constant:
+0:54 1 (const uint)
+0:54 Constant:
+0:54 1 (const int)
+0:57 textureFetch (temp 4-component vector of float)
+0:57 'g_tTex2df4' (uniform texture2D)
+0:57 vector swizzle (temp 2-component vector of int)
+0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=16 ) uniform 3-component vector of int)
+0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:57 Constant:
+0:57 2 (const uint)
+0:57 Constant:
+0:57 2 (const int)
+0:58 textureFetch (temp 4-component vector of int)
+0:58 'g_tTex2di4' (uniform itexture2D)
+0:58 vector swizzle (temp 2-component vector of int)
+0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=16 ) uniform 3-component vector of int)
+0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:58 Constant:
+0:58 2 (const uint)
+0:58 Constant:
+0:58 2 (const int)
+0:59 textureFetch (temp 4-component vector of uint)
+0:59 'g_tTex2du4' (uniform utexture2D)
+0:59 vector swizzle (temp 2-component vector of int)
+0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=16 ) uniform 3-component vector of int)
+0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:59 Constant:
+0:59 2 (const uint)
+0:59 Constant:
+0:59 2 (const int)
+0:62 textureFetch (temp 4-component vector of float)
+0:62 'g_tTex3df4' (uniform texture3D)
+0:62 vector swizzle (temp 3-component vector of int)
+0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
+0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=32 ) uniform 4-component vector of int)
+0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:62 Constant:
+0:62 3 (const uint)
+0:62 Constant:
+0:62 3 (const int)
+0:63 textureFetch (temp 4-component vector of int)
+0:63 'g_tTex3di4' (uniform itexture3D)
+0:63 vector swizzle (temp 3-component vector of int)
+0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
+0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=32 ) uniform 4-component vector of int)
+0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:63 Constant:
+0:63 3 (const uint)
+0:63 Constant:
+0:63 3 (const int)
+0:64 textureFetch (temp 4-component vector of uint)
+0:64 'g_tTex3du4' (uniform utexture3D)
+0:64 vector swizzle (temp 3-component vector of int)
+0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
+0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=32 ) uniform 4-component vector of int)
+0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:64 Constant:
+0:64 3 (const uint)
+0:64 Constant:
+0:64 3 (const int)
+0:72 move second child to first child (temp 4-component vector of float)
+0:72 Color: direct index for structure (temp 4-component vector of float)
+0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:72 Constant:
+0:72 0 (const int)
+0:72 Constant:
+0:72 1.000000
+0:72 1.000000
+0:72 1.000000
+0:72 1.000000
+0:73 move second child to first child (temp float)
+0:73 Depth: direct index for structure (temp float)
+0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:73 Constant:
+0:73 1 (const int)
+0:73 Constant:
+0:73 1.000000
+0:75 Sequence
+0:75 Sequence
+0:75 move second child to first child (temp 4-component vector of float)
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:75 Color: direct index for structure (temp 4-component vector of float)
+0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:75 Constant:
+0:75 0 (const int)
+0:75 move second child to first child (temp float)
+0:? 'Depth' (out float FragDepth)
+0:75 Depth: direct index for structure (temp float)
+0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:75 Constant:
+0:75 1 (const int)
+0:75 Branch: Return
+0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
+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{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+
+
+Linked fragment stage:
+
+
+Shader version: 450
+gl_FragCoord origin is upper left
+0:? Sequence
+0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:48 Function Parameters:
+0:? Sequence
+0:52 textureFetch (temp 4-component vector of float)
+0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
+0:52 vector swizzle (temp int)
+0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:52 Constant:
+0:52 1 (const uint)
+0:52 Sequence
+0:52 Constant:
+0:52 0 (const int)
+0:52 direct index (temp int)
+0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:52 Constant:
+0:52 1 (const uint)
+0:52 Constant:
+0:52 1 (const int)
+0:53 textureFetch (temp 4-component vector of int)
+0:53 'g_tTex1di4' (uniform itexture1D)
+0:53 vector swizzle (temp int)
+0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:53 Constant:
+0:53 1 (const uint)
+0:53 Sequence
+0:53 Constant:
+0:53 0 (const int)
+0:53 direct index (temp int)
+0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:53 Constant:
+0:53 1 (const uint)
+0:53 Constant:
+0:53 1 (const int)
+0:54 textureFetch (temp 4-component vector of uint)
+0:54 'g_tTex1du4' (uniform utexture1D)
+0:54 vector swizzle (temp int)
+0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:54 Constant:
+0:54 1 (const uint)
+0:54 Sequence
+0:54 Constant:
+0:54 0 (const int)
+0:54 direct index (temp int)
+0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
+0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:54 Constant:
+0:54 1 (const uint)
+0:54 Constant:
+0:54 1 (const int)
+0:57 textureFetch (temp 4-component vector of float)
+0:57 'g_tTex2df4' (uniform texture2D)
+0:57 vector swizzle (temp 2-component vector of int)
+0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=16 ) uniform 3-component vector of int)
+0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:57 Constant:
+0:57 2 (const uint)
+0:57 Constant:
+0:57 2 (const int)
+0:58 textureFetch (temp 4-component vector of int)
+0:58 'g_tTex2di4' (uniform itexture2D)
+0:58 vector swizzle (temp 2-component vector of int)
+0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=16 ) uniform 3-component vector of int)
+0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:58 Constant:
+0:58 2 (const uint)
+0:58 Constant:
+0:58 2 (const int)
+0:59 textureFetch (temp 4-component vector of uint)
+0:59 'g_tTex2du4' (uniform utexture2D)
+0:59 vector swizzle (temp 2-component vector of int)
+0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
+0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=16 ) uniform 3-component vector of int)
+0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:59 Constant:
+0:59 2 (const uint)
+0:59 Constant:
+0:59 2 (const int)
+0:62 textureFetch (temp 4-component vector of float)
+0:62 'g_tTex3df4' (uniform texture3D)
+0:62 vector swizzle (temp 3-component vector of int)
+0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
+0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=32 ) uniform 4-component vector of int)
+0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:62 Constant:
+0:62 3 (const uint)
+0:62 Constant:
+0:62 3 (const int)
+0:63 textureFetch (temp 4-component vector of int)
+0:63 'g_tTex3di4' (uniform itexture3D)
+0:63 vector swizzle (temp 3-component vector of int)
+0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
+0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=32 ) uniform 4-component vector of int)
+0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:63 Constant:
+0:63 3 (const uint)
+0:63 Constant:
+0:63 3 (const int)
+0:64 textureFetch (temp 4-component vector of uint)
+0:64 'g_tTex3du4' (uniform utexture3D)
+0:64 vector swizzle (temp 3-component vector of int)
+0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
+0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+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 (layout(offset=32 ) uniform 4-component vector of int)
+0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+0:64 Constant:
+0:64 3 (const uint)
+0:64 Constant:
+0:64 3 (const int)
+0:72 move second child to first child (temp 4-component vector of float)
+0:72 Color: direct index for structure (temp 4-component vector of float)
+0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:72 Constant:
+0:72 0 (const int)
+0:72 Constant:
+0:72 1.000000
+0:72 1.000000
+0:72 1.000000
+0:72 1.000000
+0:73 move second child to first child (temp float)
+0:73 Depth: direct index for structure (temp float)
+0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:73 Constant:
+0:73 1 (const int)
+0:73 Constant:
+0:73 1.000000
+0:75 Sequence
+0:75 Sequence
+0:75 move second child to first child (temp 4-component vector of float)
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:75 Color: direct index for structure (temp 4-component vector of float)
+0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:75 Constant:
+0:75 0 (const int)
+0:75 move second child to first child (temp float)
+0:? 'Depth' (out float FragDepth)
+0:75 Depth: direct index for structure (temp float)
+0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:75 Constant:
+0:75 1 (const int)
+0:75 Branch: Return
+0:? Linker Objects
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:? 'Depth' (out float FragDepth)
+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{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
+
+// Module Version 10000
+// Generated by (magic number): 80001
+// Id's are bound by 172
+
+ Capability Shader
+ Capability Sampled1D
+ Capability SampledCubeArray
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "main" 125 129
+ ExecutionMode 4 OriginUpperLeft
+ Name 4 "main"
+ Name 9 "g_tTex1df4"
+ Name 15 "$Global"
+ MemberName 15($Global) 0 "c1"
+ MemberName 15($Global) 1 "c2"
+ MemberName 15($Global) 2 "c3"
+ MemberName 15($Global) 3 "c4"
+ MemberName 15($Global) 4 "o1"
+ MemberName 15($Global) 5 "o2"
+ MemberName 15($Global) 6 "o3"
+ MemberName 15($Global) 7 "o4"
+ Name 17 ""
+ Name 31 "g_tTex1di4"
+ Name 40 "g_tTex1du4"
+ Name 50 "g_tTex2df4"
+ Name 63 "g_tTex2di4"
+ Name 73 "g_tTex2du4"
+ Name 83 "g_tTex3df4"
+ Name 96 "g_tTex3di4"
+ Name 106 "g_tTex3du4"
+ Name 114 "PS_OUTPUT"
+ MemberName 114(PS_OUTPUT) 0 "Color"
+ MemberName 114(PS_OUTPUT) 1 "Depth"
+ Name 116 "psout"
+ Name 125 "Color"
+ Name 129 "Depth"
+ Name 135 "g_sSamp"
+ Name 138 "g_tTexcdf4"
+ Name 141 "g_tTexcdi4"
+ Name 144 "g_tTexcdu4"
+ Name 147 "g_tTex1df4a"
+ Name 150 "g_tTex1di4a"
+ Name 153 "g_tTex1du4a"
+ Name 156 "g_tTex2df4a"
+ Name 159 "g_tTex2di4a"
+ Name 162 "g_tTex2du4a"
+ Name 165 "g_tTexcdf4a"
+ Name 168 "g_tTexcdi4a"
+ Name 171 "g_tTexcdu4a"
+ Decorate 9(g_tTex1df4) DescriptorSet 0
+ Decorate 9(g_tTex1df4) Binding 0
+ MemberDecorate 15($Global) 0 Offset 0
+ MemberDecorate 15($Global) 1 Offset 8
+ MemberDecorate 15($Global) 2 Offset 16
+ MemberDecorate 15($Global) 3 Offset 32
+ MemberDecorate 15($Global) 4 Offset 48
+ MemberDecorate 15($Global) 5 Offset 56
+ MemberDecorate 15($Global) 6 Offset 64
+ MemberDecorate 15($Global) 7 Offset 80
+ Decorate 15($Global) Block
+ Decorate 17 DescriptorSet 0
+ Decorate 31(g_tTex1di4) DescriptorSet 0
+ Decorate 40(g_tTex1du4) DescriptorSet 0
+ Decorate 50(g_tTex2df4) DescriptorSet 0
+ Decorate 63(g_tTex2di4) DescriptorSet 0
+ Decorate 73(g_tTex2du4) DescriptorSet 0
+ Decorate 83(g_tTex3df4) DescriptorSet 0
+ Decorate 96(g_tTex3di4) DescriptorSet 0
+ Decorate 106(g_tTex3du4) DescriptorSet 0
+ Decorate 125(Color) Location 0
+ Decorate 129(Depth) BuiltIn FragDepth
+ Decorate 135(g_sSamp) DescriptorSet 0
+ Decorate 135(g_sSamp) Binding 0
+ Decorate 138(g_tTexcdf4) DescriptorSet 0
+ Decorate 141(g_tTexcdi4) DescriptorSet 0
+ Decorate 144(g_tTexcdu4) DescriptorSet 0
+ Decorate 147(g_tTex1df4a) DescriptorSet 0
+ Decorate 150(g_tTex1di4a) DescriptorSet 0
+ Decorate 153(g_tTex1du4a) DescriptorSet 0
+ Decorate 156(g_tTex2df4a) DescriptorSet 0
+ Decorate 159(g_tTex2di4a) DescriptorSet 0
+ Decorate 162(g_tTex2du4a) DescriptorSet 0
+ Decorate 165(g_tTexcdf4a) DescriptorSet 0
+ Decorate 168(g_tTexcdi4a) DescriptorSet 0
+ Decorate 171(g_tTexcdu4a) DescriptorSet 0
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeFloat 32
+ 7: TypeImage 6(float) 1D sampled format:Unknown
+ 8: TypePointer UniformConstant 7
+ 9(g_tTex1df4): 8(ptr) Variable UniformConstant
+ 11: TypeInt 32 1
+ 12: TypeVector 11(int) 2
+ 13: TypeVector 11(int) 3
+ 14: TypeVector 11(int) 4
+ 15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
+ 16: TypePointer Uniform 15($Global)
+ 17: 16(ptr) Variable Uniform
+ 18: 11(int) Constant 1
+ 19: TypeInt 32 0
+ 20: 19(int) Constant 0
+ 21: TypePointer Uniform 11(int)
+ 24: 19(int) Constant 1
+ 27: TypeVector 6(float) 4
+ 29: TypeImage 11(int) 1D sampled format:Unknown
+ 30: TypePointer UniformConstant 29
+ 31(g_tTex1di4): 30(ptr) Variable UniformConstant
+ 38: TypeImage 19(int) 1D sampled format:Unknown
+ 39: TypePointer UniformConstant 38
+ 40(g_tTex1du4): 39(ptr) Variable UniformConstant
+ 46: TypeVector 19(int) 4
+ 48: TypeImage 6(float) 2D sampled format:Unknown
+ 49: TypePointer UniformConstant 48
+ 50(g_tTex2df4): 49(ptr) Variable UniformConstant
+ 52: 11(int) Constant 2
+ 53: TypePointer Uniform 13(ivec3)
+ 57: 19(int) Constant 2
+ 61: TypeImage 11(int) 2D sampled format:Unknown
+ 62: TypePointer UniformConstant 61
+ 63(g_tTex2di4): 62(ptr) Variable UniformConstant
+ 71: TypeImage 19(int) 2D sampled format:Unknown
+ 72: TypePointer UniformConstant 71
+ 73(g_tTex2du4): 72(ptr) Variable UniformConstant
+ 81: TypeImage 6(float) 3D sampled format:Unknown
+ 82: TypePointer UniformConstant 81
+ 83(g_tTex3df4): 82(ptr) Variable UniformConstant
+ 85: 11(int) Constant 3
+ 86: TypePointer Uniform 14(ivec4)
+ 90: 19(int) Constant 3
+ 94: TypeImage 11(int) 3D sampled format:Unknown
+ 95: TypePointer UniformConstant 94
+ 96(g_tTex3di4): 95(ptr) Variable UniformConstant
+ 104: TypeImage 19(int) 3D sampled format:Unknown
+ 105: TypePointer UniformConstant 104
+ 106(g_tTex3du4): 105(ptr) Variable UniformConstant
+ 114(PS_OUTPUT): TypeStruct 27(fvec4) 6(float)
+ 115: TypePointer Function 114(PS_OUTPUT)
+ 117: 11(int) Constant 0
+ 118: 6(float) Constant 1065353216
+ 119: 27(fvec4) ConstantComposite 118 118 118 118
+ 120: TypePointer Function 27(fvec4)
+ 122: TypePointer Function 6(float)
+ 124: TypePointer Output 27(fvec4)
+ 125(Color): 124(ptr) Variable Output
+ 128: TypePointer Output 6(float)
+ 129(Depth): 128(ptr) Variable Output
+ 133: TypeSampler
+ 134: TypePointer UniformConstant 133
+ 135(g_sSamp): 134(ptr) Variable UniformConstant
+ 136: TypeImage 6(float) Cube sampled format:Unknown
+ 137: TypePointer UniformConstant 136
+ 138(g_tTexcdf4): 137(ptr) Variable UniformConstant
+ 139: TypeImage 11(int) Cube sampled format:Unknown
+ 140: TypePointer UniformConstant 139
+ 141(g_tTexcdi4): 140(ptr) Variable UniformConstant
+ 142: TypeImage 19(int) Cube sampled format:Unknown
+ 143: TypePointer UniformConstant 142
+ 144(g_tTexcdu4): 143(ptr) Variable UniformConstant
+ 145: TypeImage 6(float) 1D array sampled format:Unknown
+ 146: TypePointer UniformConstant 145
+147(g_tTex1df4a): 146(ptr) Variable UniformConstant
+ 148: TypeImage 11(int) 1D array sampled format:Unknown
+ 149: TypePointer UniformConstant 148
+150(g_tTex1di4a): 149(ptr) Variable UniformConstant
+ 151: TypeImage 19(int) 1D array sampled format:Unknown
+ 152: TypePointer UniformConstant 151
+153(g_tTex1du4a): 152(ptr) Variable UniformConstant
+ 154: TypeImage 6(float) 2D array sampled format:Unknown
+ 155: TypePointer UniformConstant 154
+156(g_tTex2df4a): 155(ptr) Variable UniformConstant
+ 157: TypeImage 11(int) 2D array sampled format:Unknown
+ 158: TypePointer UniformConstant 157
+159(g_tTex2di4a): 158(ptr) Variable UniformConstant
+ 160: TypeImage 19(int) 2D array sampled format:Unknown
+ 161: TypePointer UniformConstant 160
+162(g_tTex2du4a): 161(ptr) Variable UniformConstant
+ 163: TypeImage 6(float) Cube array sampled format:Unknown
+ 164: TypePointer UniformConstant 163
+165(g_tTexcdf4a): 164(ptr) Variable UniformConstant
+ 166: TypeImage 11(int) Cube array sampled format:Unknown
+ 167: TypePointer UniformConstant 166
+168(g_tTexcdi4a): 167(ptr) Variable UniformConstant
+ 169: TypeImage 19(int) Cube array sampled format:Unknown
+ 170: TypePointer UniformConstant 169
+171(g_tTexcdu4a): 170(ptr) Variable UniformConstant
+ 4(main): 2 Function None 3
+ 5: Label
+ 116(psout): 115(ptr) Variable Function
+ 10: 7 Load 9(g_tTex1df4)
+ 22: 21(ptr) AccessChain 17 18 20
+ 23: 11(int) Load 22
+ 25: 21(ptr) AccessChain 17 18 24
+ 26: 11(int) Load 25
+ 28: 27(fvec4) ImageFetch 10 23 Lod 26
+ 32: 29 Load 31(g_tTex1di4)
+ 33: 21(ptr) AccessChain 17 18 20
+ 34: 11(int) Load 33
+ 35: 21(ptr) AccessChain 17 18 24
+ 36: 11(int) Load 35
+ 37: 14(ivec4) ImageFetch 32 34 Lod 36
+ 41: 38 Load 40(g_tTex1du4)
+ 42: 21(ptr) AccessChain 17 18 20
+ 43: 11(int) Load 42
+ 44: 21(ptr) AccessChain 17 18 24
+ 45: 11(int) Load 44
+ 47: 46(ivec4) ImageFetch 41 43 Lod 45
+ 51: 48 Load 50(g_tTex2df4)
+ 54: 53(ptr) AccessChain 17 52
+ 55: 13(ivec3) Load 54
+ 56: 12(ivec2) VectorShuffle 55 55 0 1
+ 58: 21(ptr) AccessChain 17 52 57
+ 59: 11(int) Load 58
+ 60: 27(fvec4) ImageFetch 51 56 Lod 59
+ 64: 61 Load 63(g_tTex2di4)
+ 65: 53(ptr) AccessChain 17 52
+ 66: 13(ivec3) Load 65
+ 67: 12(ivec2) VectorShuffle 66 66 0 1
+ 68: 21(ptr) AccessChain 17 52 57
+ 69: 11(int) Load 68
+ 70: 14(ivec4) ImageFetch 64 67 Lod 69
+ 74: 71 Load 73(g_tTex2du4)
+ 75: 53(ptr) AccessChain 17 52
+ 76: 13(ivec3) Load 75
+ 77: 12(ivec2) VectorShuffle 76 76 0 1
+ 78: 21(ptr) AccessChain 17 52 57
+ 79: 11(int) Load 78
+ 80: 46(ivec4) ImageFetch 74 77 Lod 79
+ 84: 81 Load 83(g_tTex3df4)
+ 87: 86(ptr) AccessChain 17 85
+ 88: 14(ivec4) Load 87
+ 89: 13(ivec3) VectorShuffle 88 88 0 1 2
+ 91: 21(ptr) AccessChain 17 85 90
+ 92: 11(int) Load 91
+ 93: 27(fvec4) ImageFetch 84 89 Lod 92
+ 97: 94 Load 96(g_tTex3di4)
+ 98: 86(ptr) AccessChain 17 85
+ 99: 14(ivec4) Load 98
+ 100: 13(ivec3) VectorShuffle 99 99 0 1 2
+ 101: 21(ptr) AccessChain 17 85 90
+ 102: 11(int) Load 101
+ 103: 14(ivec4) ImageFetch 97 100 Lod 102
+ 107: 104 Load 106(g_tTex3du4)
+ 108: 86(ptr) AccessChain 17 85
+ 109: 14(ivec4) Load 108
+ 110: 13(ivec3) VectorShuffle 109 109 0 1 2
+ 111: 21(ptr) AccessChain 17 85 90
+ 112: 11(int) Load 111
+ 113: 46(ivec4) ImageFetch 107 110 Lod 112
+ 121: 120(ptr) AccessChain 116(psout) 117
+ Store 121 119
+ 123: 122(ptr) AccessChain 116(psout) 18
+ Store 123 118
+ 126: 120(ptr) AccessChain 116(psout) 117
+ 127: 27(fvec4) Load 126
+ Store 125(Color) 127
+ 130: 122(ptr) AccessChain 116(psout) 18
+ 131: 6(float) Load 130
+ Store 129(Depth) 131
+ Return
+ FunctionEnd