diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out | 929 |
1 files changed, 470 insertions, 459 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out index a3e45e4f4f9..a41675c10b0 100644 --- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out +++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.basic.dx10.vert.out @@ -1,65 +1,65 @@ hlsl.load.basic.dx10.vert Shader version: 450 0:? Sequence -0:47 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) +0:47 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:47 Function Parameters: 0:? Sequence -0:51 textureFetch (temp 4-component vector of float) -0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:51 vector swizzle (temp int) -0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:51 '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}) +0:51 textureFetch ( temp 4-component vector of float) +0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:51 vector swizzle ( temp int) +0:51 c2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Sequence 0:51 Constant: 0:51 0 (const int) -0:51 direct index (temp int) -0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:51 '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}) +0:51 direct index ( temp int) +0:51 c2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: 0:51 1 (const int) -0:52 textureFetch (temp 4-component vector of int) -0:52 'g_tTex1di4' (uniform itexture1D) -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 textureFetch ( temp 4-component vector of int) +0:52 'g_tTex1di4' ( uniform itexture1D) +0:52 vector swizzle ( temp int) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 direct index ( temp int) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 uint) -0:53 'g_tTex1du4' (uniform utexture1D) -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 textureFetch ( temp 4-component vector of uint) +0:53 'g_tTex1du4' ( uniform utexture1D) +0:53 vector swizzle ( temp int) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 direct index ( temp int) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) -0:56 textureFetch (temp 4-component vector of float) -0:56 'g_tTex2df4' (uniform texture2D) -0:56 vector swizzle (temp 2-component vector of int) -0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:56 '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}) +0:56 textureFetch ( temp 4-component vector of float) +0:56 'g_tTex2df4' ( uniform texture2D) +0:56 vector swizzle ( temp 2-component vector of int) +0:56 c3: direct index for structure ( uniform 3-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) 0:56 Sequence @@ -67,18 +67,18 @@ Shader version: 450 0:56 0 (const int) 0:56 Constant: 0:56 1 (const int) -0:56 direct index (temp int) -0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:56 '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}) +0:56 direct index ( temp int) +0:56 c3: direct index for structure ( uniform 3-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) 0:56 Constant: 0:56 2 (const int) -0:57 textureFetch (temp 4-component vector of int) -0:57 'g_tTex2di4' (uniform itexture2D) -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 textureFetch ( temp 4-component vector of int) +0:57 'g_tTex2di4' ( uniform itexture2D) +0:57 vector swizzle ( temp 2-component vector of int) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence @@ -86,18 +86,18 @@ Shader version: 450 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 direct index ( temp int) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 uint) -0:58 'g_tTex2du4' (uniform utexture2D) -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 textureFetch ( temp 4-component vector of uint) +0:58 'g_tTex2du4' ( uniform utexture2D) +0:58 vector swizzle ( temp 2-component vector of int) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence @@ -105,18 +105,18 @@ Shader version: 450 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 direct index ( temp int) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) -0:61 textureFetch (temp 4-component vector of float) -0:61 'g_tTex3df4' (uniform texture3D) -0:61 vector swizzle (temp 3-component vector of int) -0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:61 '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}) +0:61 textureFetch ( temp 4-component vector of float) +0:61 'g_tTex3df4' ( uniform texture3D) +0:61 vector swizzle ( temp 3-component vector of int) +0:61 c4: direct index for structure ( uniform 4-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Sequence @@ -126,18 +126,18 @@ Shader version: 450 0:61 1 (const int) 0:61 Constant: 0:61 2 (const int) -0:61 direct index (temp int) -0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:61 '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}) +0:61 direct index ( temp int) +0:61 c4: direct index for structure ( uniform 4-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Constant: 0:61 3 (const int) -0:62 textureFetch (temp 4-component vector of int) -0:62 'g_tTex3di4' (uniform itexture3D) -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 textureFetch ( temp 4-component vector of int) +0:62 'g_tTex3di4' ( uniform itexture3D) +0:62 vector swizzle ( temp 3-component vector of int) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence @@ -147,18 +147,18 @@ Shader version: 450 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 direct index ( temp int) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 uint) -0:63 'g_tTex3du4' (uniform utexture3D) -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 textureFetch ( temp 4-component vector of uint) +0:63 'g_tTex3du4' ( uniform utexture3D) +0:63 vector swizzle ( temp 3-component vector of int) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence @@ -168,16 +168,16 @@ Shader version: 450 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 direct index ( temp int) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) -0:67 move second child to first child (temp 4-component vector of float) -0:67 Pos: direct index for structure (temp 4-component vector of float) -0:67 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:67 move second child to first child ( temp 4-component vector of float) +0:67 Pos: direct index for structure ( temp 4-component vector of float) +0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:67 Constant: 0:67 0 (const int) 0:? Constant: @@ -185,40 +185,43 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:? 0.000000 -0:69 Sequence -0:69 Sequence -0:69 move second child to first child (temp 4-component vector of float) -0:? 'Pos' (out 4-component vector of float Position) -0:69 Pos: direct index for structure (temp 4-component vector of float) -0:69 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:69 Constant: -0:69 0 (const int) -0:69 Branch: Return +0:69 Branch: Return with expression +0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:47 Function Definition: main( ( temp void) +0:47 Function Parameters: +0:? Sequence +0:47 Sequence +0:47 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:47 Pos: direct index for structure ( temp 4-component vector of float) +0:47 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) +0:47 Constant: +0:47 0 (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 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}) -0:? 'PerVertex_out' (out block{out 4-component vector of float Position Pos}) +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{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) +0:? '@entryPointOutput' (layout( location=0) out structure{}) Linked vertex stage: @@ -226,65 +229,65 @@ Linked vertex stage: Shader version: 450 0:? Sequence -0:47 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos}) +0:47 Function Definition: @main( ( temp structure{ temp 4-component vector of float Pos}) 0:47 Function Parameters: 0:? Sequence -0:51 textureFetch (temp 4-component vector of float) -0:51 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:51 vector swizzle (temp int) -0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:51 '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}) +0:51 textureFetch ( temp 4-component vector of float) +0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:51 vector swizzle ( temp int) +0:51 c2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Sequence 0:51 Constant: 0:51 0 (const int) -0:51 direct index (temp int) -0:51 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:51 '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}) +0:51 direct index ( temp int) +0:51 c2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: 0:51 1 (const int) -0:52 textureFetch (temp 4-component vector of int) -0:52 'g_tTex1di4' (uniform itexture1D) -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 textureFetch ( temp 4-component vector of int) +0:52 'g_tTex1di4' ( uniform itexture1D) +0:52 vector swizzle ( temp int) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 direct index ( temp int) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 uint) -0:53 'g_tTex1du4' (uniform utexture1D) -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 textureFetch ( temp 4-component vector of uint) +0:53 'g_tTex1du4' ( uniform utexture1D) +0:53 vector swizzle ( temp int) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 direct index ( temp int) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) -0:56 textureFetch (temp 4-component vector of float) -0:56 'g_tTex2df4' (uniform texture2D) -0:56 vector swizzle (temp 2-component vector of int) -0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:56 '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}) +0:56 textureFetch ( temp 4-component vector of float) +0:56 'g_tTex2df4' ( uniform texture2D) +0:56 vector swizzle ( temp 2-component vector of int) +0:56 c3: direct index for structure ( uniform 3-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) 0:56 Sequence @@ -292,18 +295,18 @@ Shader version: 450 0:56 0 (const int) 0:56 Constant: 0:56 1 (const int) -0:56 direct index (temp int) -0:56 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:56 '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}) +0:56 direct index ( temp int) +0:56 c3: direct index for structure ( uniform 3-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) 0:56 Constant: 0:56 2 (const int) -0:57 textureFetch (temp 4-component vector of int) -0:57 'g_tTex2di4' (uniform itexture2D) -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 textureFetch ( temp 4-component vector of int) +0:57 'g_tTex2di4' ( uniform itexture2D) +0:57 vector swizzle ( temp 2-component vector of int) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence @@ -311,18 +314,18 @@ Shader version: 450 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 direct index ( temp int) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 uint) -0:58 'g_tTex2du4' (uniform utexture2D) -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 textureFetch ( temp 4-component vector of uint) +0:58 'g_tTex2du4' ( uniform utexture2D) +0:58 vector swizzle ( temp 2-component vector of int) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence @@ -330,18 +333,18 @@ Shader version: 450 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 direct index ( temp int) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) -0:61 textureFetch (temp 4-component vector of float) -0:61 'g_tTex3df4' (uniform texture3D) -0:61 vector swizzle (temp 3-component vector of int) -0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:61 '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}) +0:61 textureFetch ( temp 4-component vector of float) +0:61 'g_tTex3df4' ( uniform texture3D) +0:61 vector swizzle ( temp 3-component vector of int) +0:61 c4: direct index for structure ( uniform 4-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Sequence @@ -351,18 +354,18 @@ Shader version: 450 0:61 1 (const int) 0:61 Constant: 0:61 2 (const int) -0:61 direct index (temp int) -0:61 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:61 '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}) +0:61 direct index ( temp int) +0:61 c4: direct index for structure ( uniform 4-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Constant: 0:61 3 (const int) -0:62 textureFetch (temp 4-component vector of int) -0:62 'g_tTex3di4' (uniform itexture3D) -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 textureFetch ( temp 4-component vector of int) +0:62 'g_tTex3di4' ( uniform itexture3D) +0:62 vector swizzle ( temp 3-component vector of int) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence @@ -372,18 +375,18 @@ Shader version: 450 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 direct index ( temp int) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, 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 uint) -0:63 'g_tTex3du4' (uniform utexture3D) -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 textureFetch ( temp 4-component vector of uint) +0:63 'g_tTex3du4' ( uniform utexture3D) +0:63 vector swizzle ( temp 3-component vector of int) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence @@ -393,16 +396,16 @@ Shader version: 450 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 direct index ( temp int) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) -0:67 move second child to first child (temp 4-component vector of float) -0:67 Pos: direct index for structure (temp 4-component vector of float) -0:67 'vsout' (temp structure{temp 4-component vector of float Pos}) +0:67 move second child to first child ( temp 4-component vector of float) +0:67 Pos: direct index for structure ( temp 4-component vector of float) +0:67 'vsout' ( temp structure{ temp 4-component vector of float Pos}) 0:67 Constant: 0:67 0 (const int) 0:? Constant: @@ -410,295 +413,303 @@ Shader version: 450 0:? 0.000000 0:? 0.000000 0:? 0.000000 -0:69 Sequence -0:69 Sequence -0:69 move second child to first child (temp 4-component vector of float) -0:? 'Pos' (out 4-component vector of float Position) -0:69 Pos: direct index for structure (temp 4-component vector of float) -0:69 'vsout' (temp structure{temp 4-component vector of float Pos}) -0:69 Constant: -0:69 0 (const int) -0:69 Branch: Return +0:69 Branch: Return with expression +0:69 'vsout' ( temp structure{ temp 4-component vector of float Pos}) +0:47 Function Definition: main( ( temp void) +0:47 Function Parameters: +0:? Sequence +0:47 Sequence +0:47 move second child to first child ( temp 4-component vector of float) +0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position) +0:47 Pos: direct index for structure ( temp 4-component vector of float) +0:47 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos}) +0:47 Constant: +0:47 0 (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 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}) -0:? 'PerVertex_out' (out block{out 4-component vector of float Position Pos}) +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{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) +0:? '@entryPointOutput' (layout( location=0) out structure{}) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 169 +// Id's are bound by 174 Capability Shader Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Vertex 4 "main" 123 168 + EntryPoint Vertex 4 "main" 129 173 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($Global) 7 "o4" - Name 17 "" - Name 31 "g_tTex1di4" - Name 40 "g_tTex1du4" - Name 50 "g_tTex2df4" - Name 63 "g_tTex2di4" - Name 73 "g_tTex2du4" - Name 83 "g_tTex3df4" - Name 96 "g_tTex3di4" - Name 106 "g_tTex3du4" - Name 114 "VS_OUTPUT" - MemberName 114(VS_OUTPUT) 0 "Pos" - Name 116 "vsout" - Name 123 "Pos" - Name 129 "g_sSamp" - Name 132 "g_tTexcdf4" - Name 135 "g_tTexcdi4" - Name 138 "g_tTexcdu4" - Name 141 "g_tTex1df4a" - Name 144 "g_tTex1di4a" - Name 147 "g_tTex1du4a" - Name 150 "g_tTex2df4a" - Name 153 "g_tTex2di4a" - Name 156 "g_tTex2du4a" - Name 159 "g_tTexcdf4a" - Name 162 "g_tTexcdi4a" - Name 165 "g_tTexcdu4a" - Name 166 "PerVertex_out" - MemberName 166(PerVertex_out) 0 "Pos" - Name 168 "PerVertex_out" - Decorate 9(g_tTex1df4) DescriptorSet 0 - Decorate 9(g_tTex1df4) Binding 0 - MemberDecorate 15($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 123(Pos) BuiltIn Position - Decorate 129(g_sSamp) DescriptorSet 0 - Decorate 129(g_sSamp) Binding 0 - Decorate 132(g_tTexcdf4) DescriptorSet 0 - Decorate 135(g_tTexcdi4) DescriptorSet 0 - Decorate 138(g_tTexcdu4) DescriptorSet 0 - Decorate 141(g_tTex1df4a) DescriptorSet 0 - Decorate 144(g_tTex1di4a) DescriptorSet 0 - Decorate 147(g_tTex1du4a) DescriptorSet 0 - Decorate 150(g_tTex2df4a) DescriptorSet 0 - Decorate 153(g_tTex2di4a) DescriptorSet 0 - Decorate 156(g_tTex2du4a) DescriptorSet 0 - Decorate 159(g_tTexcdf4a) DescriptorSet 0 - Decorate 162(g_tTexcdi4a) DescriptorSet 0 - Decorate 165(g_tTexcdu4a) DescriptorSet 0 - MemberDecorate 166(PerVertex_out) 0 BuiltIn Position - Decorate 166(PerVertex_out) Block + Name 8 "VS_OUTPUT" + MemberName 8(VS_OUTPUT) 0 "Pos" + Name 10 "@main(" + Name 14 "g_tTex1df4" + Name 20 "$Global" + MemberName 20($Global) 0 "c1" + MemberName 20($Global) 1 "c2" + MemberName 20($Global) 2 "c3" + MemberName 20($Global) 3 "c4" + MemberName 20($Global) 4 "o1" + MemberName 20($Global) 5 "o2" + MemberName 20($Global) 6 "o3" + MemberName 20($Global) 7 "o4" + Name 22 "" + Name 35 "g_tTex1di4" + Name 44 "g_tTex1du4" + Name 54 "g_tTex2df4" + Name 67 "g_tTex2di4" + Name 77 "g_tTex2du4" + Name 87 "g_tTex3df4" + Name 100 "g_tTex3di4" + Name 110 "g_tTex3du4" + Name 119 "vsout" + Name 129 "@entryPointOutput_Pos" + Name 134 "g_sSamp" + Name 137 "g_tTexcdf4" + Name 140 "g_tTexcdi4" + Name 143 "g_tTexcdu4" + Name 146 "g_tTex1df4a" + Name 149 "g_tTex1di4a" + Name 152 "g_tTex1du4a" + Name 155 "g_tTex2df4a" + Name 158 "g_tTex2di4a" + Name 161 "g_tTex2du4a" + Name 164 "g_tTexcdf4a" + Name 167 "g_tTexcdi4a" + Name 170 "g_tTexcdu4a" + Name 171 "VS_OUTPUT" + Name 173 "@entryPointOutput" + Decorate 14(g_tTex1df4) DescriptorSet 0 + Decorate 14(g_tTex1df4) Binding 0 + MemberDecorate 20($Global) 0 Offset 0 + MemberDecorate 20($Global) 1 Offset 8 + MemberDecorate 20($Global) 2 Offset 16 + MemberDecorate 20($Global) 3 Offset 32 + MemberDecorate 20($Global) 4 Offset 48 + MemberDecorate 20($Global) 5 Offset 56 + MemberDecorate 20($Global) 6 Offset 64 + MemberDecorate 20($Global) 7 Offset 80 + Decorate 20($Global) Block + Decorate 22 DescriptorSet 0 + Decorate 35(g_tTex1di4) DescriptorSet 0 + Decorate 44(g_tTex1du4) DescriptorSet 0 + Decorate 54(g_tTex2df4) DescriptorSet 0 + Decorate 67(g_tTex2di4) DescriptorSet 0 + Decorate 77(g_tTex2du4) DescriptorSet 0 + Decorate 87(g_tTex3df4) DescriptorSet 0 + Decorate 100(g_tTex3di4) DescriptorSet 0 + Decorate 110(g_tTex3du4) DescriptorSet 0 + Decorate 129(@entryPointOutput_Pos) BuiltIn Position + Decorate 134(g_sSamp) DescriptorSet 0 + Decorate 134(g_sSamp) Binding 0 + Decorate 137(g_tTexcdf4) DescriptorSet 0 + Decorate 140(g_tTexcdi4) DescriptorSet 0 + Decorate 143(g_tTexcdu4) DescriptorSet 0 + Decorate 146(g_tTex1df4a) DescriptorSet 0 + Decorate 149(g_tTex1di4a) DescriptorSet 0 + Decorate 152(g_tTex1du4a) DescriptorSet 0 + Decorate 155(g_tTex2df4a) DescriptorSet 0 + Decorate 158(g_tTex2di4a) DescriptorSet 0 + Decorate 161(g_tTex2du4a) DescriptorSet 0 + Decorate 164(g_tTexcdf4a) DescriptorSet 0 + Decorate 167(g_tTexcdi4a) DescriptorSet 0 + Decorate 170(g_tTexcdu4a) DescriptorSet 0 + Decorate 173(@entryPointOutput) Location 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(VS_OUTPUT): TypeStruct 27(fvec4) - 115: TypePointer Function 114(VS_OUTPUT) - 117: 11(int) Constant 0 - 118: 6(float) Constant 0 - 119: 27(fvec4) ConstantComposite 118 118 118 118 - 120: TypePointer Function 27(fvec4) - 122: TypePointer Output 27(fvec4) - 123(Pos): 122(ptr) Variable Output - 127: TypeSampler - 128: TypePointer UniformConstant 127 - 129(g_sSamp): 128(ptr) Variable UniformConstant - 130: TypeImage 6(float) Cube sampled format:Unknown - 131: TypePointer UniformConstant 130 - 132(g_tTexcdf4): 131(ptr) Variable UniformConstant - 133: TypeImage 11(int) Cube sampled format:Unknown - 134: TypePointer UniformConstant 133 - 135(g_tTexcdi4): 134(ptr) Variable UniformConstant - 136: TypeImage 19(int) Cube sampled format:Unknown - 137: TypePointer UniformConstant 136 - 138(g_tTexcdu4): 137(ptr) Variable UniformConstant - 139: TypeImage 6(float) 1D array sampled format:Unknown - 140: TypePointer UniformConstant 139 -141(g_tTex1df4a): 140(ptr) Variable UniformConstant - 142: TypeImage 11(int) 1D array sampled format:Unknown - 143: TypePointer UniformConstant 142 -144(g_tTex1di4a): 143(ptr) Variable UniformConstant - 145: TypeImage 19(int) 1D array sampled format:Unknown - 146: TypePointer UniformConstant 145 -147(g_tTex1du4a): 146(ptr) Variable UniformConstant - 148: TypeImage 6(float) 2D array sampled format:Unknown - 149: TypePointer UniformConstant 148 -150(g_tTex2df4a): 149(ptr) Variable UniformConstant - 151: TypeImage 11(int) 2D array sampled format:Unknown - 152: TypePointer UniformConstant 151 -153(g_tTex2di4a): 152(ptr) Variable UniformConstant - 154: TypeImage 19(int) 2D array sampled format:Unknown - 155: TypePointer UniformConstant 154 -156(g_tTex2du4a): 155(ptr) Variable UniformConstant - 157: TypeImage 6(float) Cube array sampled format:Unknown - 158: TypePointer UniformConstant 157 -159(g_tTexcdf4a): 158(ptr) Variable UniformConstant - 160: TypeImage 11(int) Cube array sampled format:Unknown - 161: TypePointer UniformConstant 160 -162(g_tTexcdi4a): 161(ptr) Variable UniformConstant - 163: TypeImage 19(int) Cube array sampled format:Unknown - 164: TypePointer UniformConstant 163 -165(g_tTexcdu4a): 164(ptr) Variable UniformConstant -166(PerVertex_out): TypeStruct 27(fvec4) - 167: TypePointer Output 166(PerVertex_out) -168(PerVertex_out): 167(ptr) Variable Output + 7: TypeVector 6(float) 4 + 8(VS_OUTPUT): TypeStruct 7(fvec4) + 9: TypeFunction 8(VS_OUTPUT) + 12: TypeImage 6(float) 1D sampled format:Unknown + 13: TypePointer UniformConstant 12 + 14(g_tTex1df4): 13(ptr) Variable UniformConstant + 16: TypeInt 32 1 + 17: TypeVector 16(int) 2 + 18: TypeVector 16(int) 3 + 19: TypeVector 16(int) 4 + 20($Global): TypeStruct 16(int) 17(ivec2) 18(ivec3) 19(ivec4) 16(int) 17(ivec2) 18(ivec3) 19(ivec4) + 21: TypePointer Uniform 20($Global) + 22: 21(ptr) Variable Uniform + 23: 16(int) Constant 1 + 24: TypeInt 32 0 + 25: 24(int) Constant 0 + 26: TypePointer Uniform 16(int) + 29: 24(int) Constant 1 + 33: TypeImage 16(int) 1D sampled format:Unknown + 34: TypePointer UniformConstant 33 + 35(g_tTex1di4): 34(ptr) Variable UniformConstant + 42: TypeImage 24(int) 1D sampled format:Unknown + 43: TypePointer UniformConstant 42 + 44(g_tTex1du4): 43(ptr) Variable UniformConstant + 50: TypeVector 24(int) 4 + 52: TypeImage 6(float) 2D sampled format:Unknown + 53: TypePointer UniformConstant 52 + 54(g_tTex2df4): 53(ptr) Variable UniformConstant + 56: 16(int) Constant 2 + 57: TypePointer Uniform 18(ivec3) + 61: 24(int) Constant 2 + 65: TypeImage 16(int) 2D sampled format:Unknown + 66: TypePointer UniformConstant 65 + 67(g_tTex2di4): 66(ptr) Variable UniformConstant + 75: TypeImage 24(int) 2D sampled format:Unknown + 76: TypePointer UniformConstant 75 + 77(g_tTex2du4): 76(ptr) Variable UniformConstant + 85: TypeImage 6(float) 3D sampled format:Unknown + 86: TypePointer UniformConstant 85 + 87(g_tTex3df4): 86(ptr) Variable UniformConstant + 89: 16(int) Constant 3 + 90: TypePointer Uniform 19(ivec4) + 94: 24(int) Constant 3 + 98: TypeImage 16(int) 3D sampled format:Unknown + 99: TypePointer UniformConstant 98 + 100(g_tTex3di4): 99(ptr) Variable UniformConstant + 108: TypeImage 24(int) 3D sampled format:Unknown + 109: TypePointer UniformConstant 108 + 110(g_tTex3du4): 109(ptr) Variable UniformConstant + 118: TypePointer Function 8(VS_OUTPUT) + 120: 16(int) Constant 0 + 121: 6(float) Constant 0 + 122: 7(fvec4) ConstantComposite 121 121 121 121 + 123: TypePointer Function 7(fvec4) + 128: TypePointer Output 7(fvec4) +129(@entryPointOutput_Pos): 128(ptr) Variable Output + 132: TypeSampler + 133: TypePointer UniformConstant 132 + 134(g_sSamp): 133(ptr) Variable UniformConstant + 135: TypeImage 6(float) Cube sampled format:Unknown + 136: TypePointer UniformConstant 135 + 137(g_tTexcdf4): 136(ptr) Variable UniformConstant + 138: TypeImage 16(int) Cube sampled format:Unknown + 139: TypePointer UniformConstant 138 + 140(g_tTexcdi4): 139(ptr) Variable UniformConstant + 141: TypeImage 24(int) Cube sampled format:Unknown + 142: TypePointer UniformConstant 141 + 143(g_tTexcdu4): 142(ptr) Variable UniformConstant + 144: TypeImage 6(float) 1D array sampled format:Unknown + 145: TypePointer UniformConstant 144 +146(g_tTex1df4a): 145(ptr) Variable UniformConstant + 147: TypeImage 16(int) 1D array sampled format:Unknown + 148: TypePointer UniformConstant 147 +149(g_tTex1di4a): 148(ptr) Variable UniformConstant + 150: TypeImage 24(int) 1D array sampled format:Unknown + 151: TypePointer UniformConstant 150 +152(g_tTex1du4a): 151(ptr) Variable UniformConstant + 153: TypeImage 6(float) 2D array sampled format:Unknown + 154: TypePointer UniformConstant 153 +155(g_tTex2df4a): 154(ptr) Variable UniformConstant + 156: TypeImage 16(int) 2D array sampled format:Unknown + 157: TypePointer UniformConstant 156 +158(g_tTex2di4a): 157(ptr) Variable UniformConstant + 159: TypeImage 24(int) 2D array sampled format:Unknown + 160: TypePointer UniformConstant 159 +161(g_tTex2du4a): 160(ptr) Variable UniformConstant + 162: TypeImage 6(float) Cube array sampled format:Unknown + 163: TypePointer UniformConstant 162 +164(g_tTexcdf4a): 163(ptr) Variable UniformConstant + 165: TypeImage 16(int) Cube array sampled format:Unknown + 166: TypePointer UniformConstant 165 +167(g_tTexcdi4a): 166(ptr) Variable UniformConstant + 168: TypeImage 24(int) Cube array sampled format:Unknown + 169: TypePointer UniformConstant 168 +170(g_tTexcdu4a): 169(ptr) Variable UniformConstant + 171(VS_OUTPUT): TypeStruct + 172: TypePointer Output 171(VS_OUTPUT) +173(@entryPointOutput): 172(ptr) Variable Output 4(main): 2 Function None 3 5: Label - 116(vsout): 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(vsout) 117 - Store 121 119 - 124: 120(ptr) AccessChain 116(vsout) 117 - 125: 27(fvec4) Load 124 - Store 123(Pos) 125 + 130:8(VS_OUTPUT) FunctionCall 10(@main() + 131: 7(fvec4) CompositeExtract 130 0 + Store 129(@entryPointOutput_Pos) 131 Return FunctionEnd + 10(@main():8(VS_OUTPUT) Function None 9 + 11: Label + 119(vsout): 118(ptr) Variable Function + 15: 12 Load 14(g_tTex1df4) + 27: 26(ptr) AccessChain 22 23 25 + 28: 16(int) Load 27 + 30: 26(ptr) AccessChain 22 23 29 + 31: 16(int) Load 30 + 32: 7(fvec4) ImageFetch 15 28 Lod 31 + 36: 33 Load 35(g_tTex1di4) + 37: 26(ptr) AccessChain 22 23 25 + 38: 16(int) Load 37 + 39: 26(ptr) AccessChain 22 23 29 + 40: 16(int) Load 39 + 41: 19(ivec4) ImageFetch 36 38 Lod 40 + 45: 42 Load 44(g_tTex1du4) + 46: 26(ptr) AccessChain 22 23 25 + 47: 16(int) Load 46 + 48: 26(ptr) AccessChain 22 23 29 + 49: 16(int) Load 48 + 51: 50(ivec4) ImageFetch 45 47 Lod 49 + 55: 52 Load 54(g_tTex2df4) + 58: 57(ptr) AccessChain 22 56 + 59: 18(ivec3) Load 58 + 60: 17(ivec2) VectorShuffle 59 59 0 1 + 62: 26(ptr) AccessChain 22 56 61 + 63: 16(int) Load 62 + 64: 7(fvec4) ImageFetch 55 60 Lod 63 + 68: 65 Load 67(g_tTex2di4) + 69: 57(ptr) AccessChain 22 56 + 70: 18(ivec3) Load 69 + 71: 17(ivec2) VectorShuffle 70 70 0 1 + 72: 26(ptr) AccessChain 22 56 61 + 73: 16(int) Load 72 + 74: 19(ivec4) ImageFetch 68 71 Lod 73 + 78: 75 Load 77(g_tTex2du4) + 79: 57(ptr) AccessChain 22 56 + 80: 18(ivec3) Load 79 + 81: 17(ivec2) VectorShuffle 80 80 0 1 + 82: 26(ptr) AccessChain 22 56 61 + 83: 16(int) Load 82 + 84: 50(ivec4) ImageFetch 78 81 Lod 83 + 88: 85 Load 87(g_tTex3df4) + 91: 90(ptr) AccessChain 22 89 + 92: 19(ivec4) Load 91 + 93: 18(ivec3) VectorShuffle 92 92 0 1 2 + 95: 26(ptr) AccessChain 22 89 94 + 96: 16(int) Load 95 + 97: 7(fvec4) ImageFetch 88 93 Lod 96 + 101: 98 Load 100(g_tTex3di4) + 102: 90(ptr) AccessChain 22 89 + 103: 19(ivec4) Load 102 + 104: 18(ivec3) VectorShuffle 103 103 0 1 2 + 105: 26(ptr) AccessChain 22 89 94 + 106: 16(int) Load 105 + 107: 19(ivec4) ImageFetch 101 104 Lod 106 + 111: 108 Load 110(g_tTex3du4) + 112: 90(ptr) AccessChain 22 89 + 113: 19(ivec4) Load 112 + 114: 18(ivec3) VectorShuffle 113 113 0 1 2 + 115: 26(ptr) AccessChain 22 89 94 + 116: 16(int) Load 115 + 117: 50(ivec4) ImageFetch 111 114 Lod 116 + 124: 123(ptr) AccessChain 119(vsout) 120 + Store 124 122 + 125:8(VS_OUTPUT) Load 119(vsout) + ReturnValue 125 + FunctionEnd |