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Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out')
-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out680
1 files changed, 680 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out
new file mode 100644
index 00000000000..fb58eff35ad
--- /dev/null
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out
@@ -0,0 +1,680 @@
+hlsl.load.offsetarray.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 textureFetchOffset (temp 4-component vector of float)
+0:52 'g_tTex1df4a' (uniform texture1DArray)
+0:52 vector swizzle (temp 2-component vector of int)
+0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:52 Sequence
+0:52 Constant:
+0:52 0 (const int)
+0:52 Constant:
+0:52 1 (const int)
+0:52 direct index (temp int)
+0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:52 Constant:
+0:52 2 (const int)
+0:52 o1: direct index for structure (layout(offset=48 ) uniform 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 4 (const uint)
+0:53 textureFetchOffset (temp 4-component vector of int)
+0:53 'g_tTex1di4a' (uniform itexture1DArray)
+0:53 vector swizzle (temp 2-component vector of int)
+0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:53 Sequence
+0:53 Constant:
+0:53 0 (const int)
+0:53 Constant:
+0:53 1 (const int)
+0:53 direct index (temp int)
+0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:53 Constant:
+0:53 2 (const int)
+0:53 o1: direct index for structure (layout(offset=48 ) uniform 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 4 (const uint)
+0:54 textureFetchOffset (temp 4-component vector of uint)
+0:54 'g_tTex1du4a' (uniform utexture1DArray)
+0:54 vector swizzle (temp 2-component vector of int)
+0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:54 Sequence
+0:54 Constant:
+0:54 0 (const int)
+0:54 Constant:
+0:54 1 (const int)
+0:54 direct index (temp int)
+0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:54 Constant:
+0:54 2 (const int)
+0:54 o1: direct index for structure (layout(offset=48 ) uniform 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 4 (const uint)
+0:57 textureFetchOffset (temp 4-component vector of float)
+0:57 'g_tTex2df4a' (uniform texture2DArray)
+0:57 vector swizzle (temp 3-component vector of int)
+0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:57 Sequence
+0:57 Constant:
+0:57 0 (const int)
+0:57 Constant:
+0:57 1 (const int)
+0:57 Constant:
+0:57 2 (const int)
+0:57 direct index (temp int)
+0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:57 Constant:
+0:57 3 (const int)
+0:57 o2: direct index for structure (layout(offset=56 ) uniform 2-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 5 (const uint)
+0:58 textureFetchOffset (temp 4-component vector of int)
+0:58 'g_tTex2di4a' (uniform itexture2DArray)
+0:58 vector swizzle (temp 3-component vector of int)
+0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:58 Sequence
+0:58 Constant:
+0:58 0 (const int)
+0:58 Constant:
+0:58 1 (const int)
+0:58 Constant:
+0:58 2 (const int)
+0:58 direct index (temp int)
+0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:58 Constant:
+0:58 3 (const int)
+0:58 o2: direct index for structure (layout(offset=56 ) uniform 2-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 5 (const uint)
+0:59 textureFetchOffset (temp 4-component vector of uint)
+0:59 'g_tTex2du4a' (uniform utexture2DArray)
+0:59 vector swizzle (temp 3-component vector of int)
+0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:59 Sequence
+0:59 Constant:
+0:59 0 (const int)
+0:59 Constant:
+0:59 1 (const int)
+0:59 Constant:
+0:59 2 (const int)
+0:59 direct index (temp int)
+0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:59 Constant:
+0:59 3 (const int)
+0:59 o2: direct index for structure (layout(offset=56 ) uniform 2-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 5 (const uint)
+0:65 move second child to first child (temp 4-component vector of float)
+0:65 Color: direct index for structure (temp 4-component vector of float)
+0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:65 Constant:
+0:65 0 (const int)
+0:65 Constant:
+0:65 1.000000
+0:65 1.000000
+0:65 1.000000
+0:65 1.000000
+0:66 move second child to first child (temp float)
+0:66 Depth: direct index for structure (temp float)
+0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:66 Constant:
+0:66 1 (const int)
+0:66 Constant:
+0:66 1.000000
+0:68 Sequence
+0:68 Sequence
+0:68 move second child to first child (temp 4-component vector of float)
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:68 Color: direct index for structure (temp 4-component vector of float)
+0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:68 Constant:
+0:68 0 (const int)
+0:68 move second child to first child (temp float)
+0:? 'Depth' (out float FragDepth)
+0:68 Depth: direct index for structure (temp float)
+0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:68 Constant:
+0:68 1 (const int)
+0:68 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 textureFetchOffset (temp 4-component vector of float)
+0:52 'g_tTex1df4a' (uniform texture1DArray)
+0:52 vector swizzle (temp 2-component vector of int)
+0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:52 Sequence
+0:52 Constant:
+0:52 0 (const int)
+0:52 Constant:
+0:52 1 (const int)
+0:52 direct index (temp int)
+0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:52 Constant:
+0:52 2 (const int)
+0:52 o1: direct index for structure (layout(offset=48 ) uniform 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 4 (const uint)
+0:53 textureFetchOffset (temp 4-component vector of int)
+0:53 'g_tTex1di4a' (uniform itexture1DArray)
+0:53 vector swizzle (temp 2-component vector of int)
+0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:53 Sequence
+0:53 Constant:
+0:53 0 (const int)
+0:53 Constant:
+0:53 1 (const int)
+0:53 direct index (temp int)
+0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:53 Constant:
+0:53 2 (const int)
+0:53 o1: direct index for structure (layout(offset=48 ) uniform 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 4 (const uint)
+0:54 textureFetchOffset (temp 4-component vector of uint)
+0:54 'g_tTex1du4a' (uniform utexture1DArray)
+0:54 vector swizzle (temp 2-component vector of int)
+0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:54 Sequence
+0:54 Constant:
+0:54 0 (const int)
+0:54 Constant:
+0:54 1 (const int)
+0:54 direct index (temp int)
+0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
+0:54 Constant:
+0:54 2 (const int)
+0:54 o1: direct index for structure (layout(offset=48 ) uniform 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 4 (const uint)
+0:57 textureFetchOffset (temp 4-component vector of float)
+0:57 'g_tTex2df4a' (uniform texture2DArray)
+0:57 vector swizzle (temp 3-component vector of int)
+0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:57 Sequence
+0:57 Constant:
+0:57 0 (const int)
+0:57 Constant:
+0:57 1 (const int)
+0:57 Constant:
+0:57 2 (const int)
+0:57 direct index (temp int)
+0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:57 Constant:
+0:57 3 (const int)
+0:57 o2: direct index for structure (layout(offset=56 ) uniform 2-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 5 (const uint)
+0:58 textureFetchOffset (temp 4-component vector of int)
+0:58 'g_tTex2di4a' (uniform itexture2DArray)
+0:58 vector swizzle (temp 3-component vector of int)
+0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:58 Sequence
+0:58 Constant:
+0:58 0 (const int)
+0:58 Constant:
+0:58 1 (const int)
+0:58 Constant:
+0:58 2 (const int)
+0:58 direct index (temp int)
+0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:58 Constant:
+0:58 3 (const int)
+0:58 o2: direct index for structure (layout(offset=56 ) uniform 2-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 5 (const uint)
+0:59 textureFetchOffset (temp 4-component vector of uint)
+0:59 'g_tTex2du4a' (uniform utexture2DArray)
+0:59 vector swizzle (temp 3-component vector of int)
+0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:59 Sequence
+0:59 Constant:
+0:59 0 (const int)
+0:59 Constant:
+0:59 1 (const int)
+0:59 Constant:
+0:59 2 (const int)
+0:59 direct index (temp int)
+0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-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 3 (const uint)
+0:59 Constant:
+0:59 3 (const int)
+0:59 o2: direct index for structure (layout(offset=56 ) uniform 2-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 5 (const uint)
+0:65 move second child to first child (temp 4-component vector of float)
+0:65 Color: direct index for structure (temp 4-component vector of float)
+0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:65 Constant:
+0:65 0 (const int)
+0:65 Constant:
+0:65 1.000000
+0:65 1.000000
+0:65 1.000000
+0:65 1.000000
+0:66 move second child to first child (temp float)
+0:66 Depth: direct index for structure (temp float)
+0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:66 Constant:
+0:66 1 (const int)
+0:66 Constant:
+0:66 1.000000
+0:68 Sequence
+0:68 Sequence
+0:68 move second child to first child (temp 4-component vector of float)
+0:? 'Color' (layout(location=0 ) out 4-component vector of float)
+0:68 Color: direct index for structure (temp 4-component vector of float)
+0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:68 Constant:
+0:68 0 (const int)
+0:68 move second child to first child (temp float)
+0:? 'Depth' (out float FragDepth)
+0:68 Depth: direct index for structure (temp float)
+0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
+0:68 Constant:
+0:68 1 (const int)
+0:68 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 167
+
+ Capability Shader
+ Capability ImageGatherExtended
+ Capability Sampled1D
+ Capability SampledCubeArray
+ 1: ExtInstImport "GLSL.std.450"
+ MemoryModel Logical GLSL450
+ EntryPoint Fragment 4 "main" 111 115
+ ExecutionMode 4 OriginUpperLeft
+ Name 4 "main"
+ Name 9 "g_tTex1df4a"
+ 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($Global) 7 "o4"
+ Name 17 ""
+ Name 35 "g_tTex1di4a"
+ Name 47 "g_tTex1du4a"
+ Name 60 "g_tTex2df4a"
+ Name 77 "g_tTex2di4a"
+ Name 89 "g_tTex2du4a"
+ Name 99 "PS_OUTPUT"
+ MemberName 99(PS_OUTPUT) 0 "Color"
+ MemberName 99(PS_OUTPUT) 1 "Depth"
+ Name 101 "psout"
+ Name 111 "Color"
+ Name 115 "Depth"
+ Name 121 "g_sSamp"
+ Name 124 "g_tTex1df4"
+ Name 127 "g_tTex1di4"
+ Name 130 "g_tTex1du4"
+ Name 133 "g_tTex2df4"
+ Name 136 "g_tTex2di4"
+ Name 139 "g_tTex2du4"
+ Name 142 "g_tTex3df4"
+ Name 145 "g_tTex3di4"
+ Name 148 "g_tTex3du4"
+ Name 151 "g_tTexcdf4"
+ Name 154 "g_tTexcdi4"
+ Name 157 "g_tTexcdu4"
+ Name 160 "g_tTexcdf4a"
+ Name 163 "g_tTexcdi4a"
+ Name 166 "g_tTexcdu4a"
+ Decorate 9(g_tTex1df4a) DescriptorSet 0
+ MemberDecorate 15($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 35(g_tTex1di4a) DescriptorSet 0
+ Decorate 47(g_tTex1du4a) DescriptorSet 0
+ Decorate 60(g_tTex2df4a) DescriptorSet 0
+ Decorate 77(g_tTex2di4a) DescriptorSet 0
+ Decorate 89(g_tTex2du4a) DescriptorSet 0
+ Decorate 111(Color) Location 0
+ Decorate 115(Depth) BuiltIn FragDepth
+ Decorate 121(g_sSamp) DescriptorSet 0
+ Decorate 121(g_sSamp) Binding 0
+ Decorate 124(g_tTex1df4) DescriptorSet 0
+ Decorate 124(g_tTex1df4) Binding 0
+ Decorate 127(g_tTex1di4) DescriptorSet 0
+ Decorate 130(g_tTex1du4) DescriptorSet 0
+ Decorate 133(g_tTex2df4) DescriptorSet 0
+ Decorate 136(g_tTex2di4) DescriptorSet 0
+ Decorate 139(g_tTex2du4) DescriptorSet 0
+ Decorate 142(g_tTex3df4) DescriptorSet 0
+ Decorate 145(g_tTex3di4) DescriptorSet 0
+ Decorate 148(g_tTex3du4) DescriptorSet 0
+ Decorate 151(g_tTexcdf4) DescriptorSet 0
+ Decorate 154(g_tTexcdi4) DescriptorSet 0
+ Decorate 157(g_tTexcdu4) DescriptorSet 0
+ Decorate 160(g_tTexcdf4a) DescriptorSet 0
+ Decorate 163(g_tTexcdi4a) DescriptorSet 0
+ Decorate 166(g_tTexcdu4a) DescriptorSet 0
+ 2: TypeVoid
+ 3: TypeFunction 2
+ 6: TypeFloat 32
+ 7: TypeImage 6(float) 1D array sampled format:Unknown
+ 8: TypePointer UniformConstant 7
+ 9(g_tTex1df4a): 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 2
+ 19: TypePointer Uniform 13(ivec3)
+ 23: TypeInt 32 0
+ 24: 23(int) Constant 2
+ 25: TypePointer Uniform 11(int)
+ 28: 11(int) Constant 4
+ 31: TypeVector 6(float) 4
+ 33: TypeImage 11(int) 1D array sampled format:Unknown
+ 34: TypePointer UniformConstant 33
+ 35(g_tTex1di4a): 34(ptr) Variable UniformConstant
+ 45: TypeImage 23(int) 1D array sampled format:Unknown
+ 46: TypePointer UniformConstant 45
+ 47(g_tTex1du4a): 46(ptr) Variable UniformConstant
+ 56: TypeVector 23(int) 4
+ 58: TypeImage 6(float) 2D array sampled format:Unknown
+ 59: TypePointer UniformConstant 58
+ 60(g_tTex2df4a): 59(ptr) Variable UniformConstant
+ 62: 11(int) Constant 3
+ 63: TypePointer Uniform 14(ivec4)
+ 67: 23(int) Constant 3
+ 70: 11(int) Constant 5
+ 71: TypePointer Uniform 12(ivec2)
+ 75: TypeImage 11(int) 2D array sampled format:Unknown
+ 76: TypePointer UniformConstant 75
+ 77(g_tTex2di4a): 76(ptr) Variable UniformConstant
+ 87: TypeImage 23(int) 2D array sampled format:Unknown
+ 88: TypePointer UniformConstant 87
+ 89(g_tTex2du4a): 88(ptr) Variable UniformConstant
+ 99(PS_OUTPUT): TypeStruct 31(fvec4) 6(float)
+ 100: TypePointer Function 99(PS_OUTPUT)
+ 102: 11(int) Constant 0
+ 103: 6(float) Constant 1065353216
+ 104: 31(fvec4) ConstantComposite 103 103 103 103
+ 105: TypePointer Function 31(fvec4)
+ 107: 11(int) Constant 1
+ 108: TypePointer Function 6(float)
+ 110: TypePointer Output 31(fvec4)
+ 111(Color): 110(ptr) Variable Output
+ 114: TypePointer Output 6(float)
+ 115(Depth): 114(ptr) Variable Output
+ 119: TypeSampler
+ 120: TypePointer UniformConstant 119
+ 121(g_sSamp): 120(ptr) Variable UniformConstant
+ 122: TypeImage 6(float) 1D sampled format:Unknown
+ 123: TypePointer UniformConstant 122
+ 124(g_tTex1df4): 123(ptr) Variable UniformConstant
+ 125: TypeImage 11(int) 1D sampled format:Unknown
+ 126: TypePointer UniformConstant 125
+ 127(g_tTex1di4): 126(ptr) Variable UniformConstant
+ 128: TypeImage 23(int) 1D sampled format:Unknown
+ 129: TypePointer UniformConstant 128
+ 130(g_tTex1du4): 129(ptr) Variable UniformConstant
+ 131: TypeImage 6(float) 2D sampled format:Unknown
+ 132: TypePointer UniformConstant 131
+ 133(g_tTex2df4): 132(ptr) Variable UniformConstant
+ 134: TypeImage 11(int) 2D sampled format:Unknown
+ 135: TypePointer UniformConstant 134
+ 136(g_tTex2di4): 135(ptr) Variable UniformConstant
+ 137: TypeImage 23(int) 2D sampled format:Unknown
+ 138: TypePointer UniformConstant 137
+ 139(g_tTex2du4): 138(ptr) Variable UniformConstant
+ 140: TypeImage 6(float) 3D sampled format:Unknown
+ 141: TypePointer UniformConstant 140
+ 142(g_tTex3df4): 141(ptr) Variable UniformConstant
+ 143: TypeImage 11(int) 3D sampled format:Unknown
+ 144: TypePointer UniformConstant 143
+ 145(g_tTex3di4): 144(ptr) Variable UniformConstant
+ 146: TypeImage 23(int) 3D sampled format:Unknown
+ 147: TypePointer UniformConstant 146
+ 148(g_tTex3du4): 147(ptr) Variable UniformConstant
+ 149: TypeImage 6(float) Cube sampled format:Unknown
+ 150: TypePointer UniformConstant 149
+ 151(g_tTexcdf4): 150(ptr) Variable UniformConstant
+ 152: TypeImage 11(int) Cube sampled format:Unknown
+ 153: TypePointer UniformConstant 152
+ 154(g_tTexcdi4): 153(ptr) Variable UniformConstant
+ 155: TypeImage 23(int) Cube sampled format:Unknown
+ 156: TypePointer UniformConstant 155
+ 157(g_tTexcdu4): 156(ptr) Variable UniformConstant
+ 158: TypeImage 6(float) Cube array sampled format:Unknown
+ 159: TypePointer UniformConstant 158
+160(g_tTexcdf4a): 159(ptr) Variable UniformConstant
+ 161: TypeImage 11(int) Cube array sampled format:Unknown
+ 162: TypePointer UniformConstant 161
+163(g_tTexcdi4a): 162(ptr) Variable UniformConstant
+ 164: TypeImage 23(int) Cube array sampled format:Unknown
+ 165: TypePointer UniformConstant 164
+166(g_tTexcdu4a): 165(ptr) Variable UniformConstant
+ 4(main): 2 Function None 3
+ 5: Label
+ 101(psout): 100(ptr) Variable Function
+ 10: 7 Load 9(g_tTex1df4a)
+ 20: 19(ptr) AccessChain 17 18
+ 21: 13(ivec3) Load 20
+ 22: 12(ivec2) VectorShuffle 21 21 0 1
+ 26: 25(ptr) AccessChain 17 18 24
+ 27: 11(int) Load 26
+ 29: 25(ptr) AccessChain 17 28
+ 30: 11(int) Load 29
+ 32: 31(fvec4) ImageFetch 10 22 Lod Offset 27 30
+ 36: 33 Load 35(g_tTex1di4a)
+ 37: 19(ptr) AccessChain 17 18
+ 38: 13(ivec3) Load 37
+ 39: 12(ivec2) VectorShuffle 38 38 0 1
+ 40: 25(ptr) AccessChain 17 18 24
+ 41: 11(int) Load 40
+ 42: 25(ptr) AccessChain 17 28
+ 43: 11(int) Load 42
+ 44: 14(ivec4) ImageFetch 36 39 Lod Offset 41 43
+ 48: 45 Load 47(g_tTex1du4a)
+ 49: 19(ptr) AccessChain 17 18
+ 50: 13(ivec3) Load 49
+ 51: 12(ivec2) VectorShuffle 50 50 0 1
+ 52: 25(ptr) AccessChain 17 18 24
+ 53: 11(int) Load 52
+ 54: 25(ptr) AccessChain 17 28
+ 55: 11(int) Load 54
+ 57: 56(ivec4) ImageFetch 48 51 Lod Offset 53 55
+ 61: 58 Load 60(g_tTex2df4a)
+ 64: 63(ptr) AccessChain 17 62
+ 65: 14(ivec4) Load 64
+ 66: 13(ivec3) VectorShuffle 65 65 0 1 2
+ 68: 25(ptr) AccessChain 17 62 67
+ 69: 11(int) Load 68
+ 72: 71(ptr) AccessChain 17 70
+ 73: 12(ivec2) Load 72
+ 74: 31(fvec4) ImageFetch 61 66 Lod Offset 69 73
+ 78: 75 Load 77(g_tTex2di4a)
+ 79: 63(ptr) AccessChain 17 62
+ 80: 14(ivec4) Load 79
+ 81: 13(ivec3) VectorShuffle 80 80 0 1 2
+ 82: 25(ptr) AccessChain 17 62 67
+ 83: 11(int) Load 82
+ 84: 71(ptr) AccessChain 17 70
+ 85: 12(ivec2) Load 84
+ 86: 14(ivec4) ImageFetch 78 81 Lod Offset 83 85
+ 90: 87 Load 89(g_tTex2du4a)
+ 91: 63(ptr) AccessChain 17 62
+ 92: 14(ivec4) Load 91
+ 93: 13(ivec3) VectorShuffle 92 92 0 1 2
+ 94: 25(ptr) AccessChain 17 62 67
+ 95: 11(int) Load 94
+ 96: 71(ptr) AccessChain 17 70
+ 97: 12(ivec2) Load 96
+ 98: 56(ivec4) ImageFetch 90 93 Lod Offset 95 97
+ 106: 105(ptr) AccessChain 101(psout) 102
+ Store 106 104
+ 109: 108(ptr) AccessChain 101(psout) 107
+ Store 109 103
+ 112: 105(ptr) AccessChain 101(psout) 102
+ 113: 31(fvec4) Load 112
+ Store 111(Color) 113
+ 116: 108(ptr) AccessChain 101(psout) 107
+ 117: 6(float) Load 116
+ Store 115(Depth) 117
+ Return
+ FunctionEnd