diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.offset.dx10.frag.out')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.offset.dx10.frag.out | 1103 |
1 files changed, 563 insertions, 540 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.offset.dx10.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.offset.dx10.frag.out index 9a14b658e69..7d6c63ab91a 100644 --- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.offset.dx10.frag.out +++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.load.offset.dx10.frag.out @@ -2,77 +2,77 @@ hlsl.load.offset.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 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_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:52 vector swizzle (temp int) -0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:52 textureFetchOffset ( temp 4-component vector of float) +0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:52 vector swizzle ( temp int) +0:52 c2: direct index for structure ( 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) -0:52 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 o1: direct index for structure ( uniform 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 4 (const uint) -0:53 textureFetchOffset (temp 4-component vector of int) -0:53 'g_tTex1di4' (uniform itexture1D) -0:53 vector swizzle (temp int) -0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:53 textureFetchOffset ( temp 4-component vector of int) +0:53 'g_tTex1di4' ( uniform itexture1D) +0:53 vector swizzle ( temp int) +0:53 c2: direct index for structure ( 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) -0:53 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 o1: direct index for structure ( uniform 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 4 (const uint) -0:54 textureFetchOffset (temp 4-component vector of uint) -0:54 'g_tTex1du4' (uniform utexture1D) -0:54 vector swizzle (temp int) -0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 textureFetchOffset ( temp 4-component vector of uint) +0:54 'g_tTex1du4' ( uniform utexture1D) +0:54 vector swizzle ( temp int) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 '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}) 0:54 Constant: 0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) -0:54 direct index (temp int) -0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 direct index ( temp int) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 '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}) 0:54 Constant: 0:54 1 (const uint) 0:54 Constant: 0:54 1 (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 o1: direct index for structure ( uniform int) +0:54 '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}) 0:54 Constant: 0:54 4 (const uint) -0:57 textureFetchOffset (temp 4-component vector of float) -0:57 'g_tTex2df4' (uniform texture2D) -0:57 vector swizzle (temp 2-component vector of int) -0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:57 textureFetchOffset ( temp 4-component vector of float) +0:57 'g_tTex2df4' ( uniform texture2D) +0:57 vector swizzle ( temp 2-component vector of int) +0:57 c3: direct index for structure ( 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 @@ -80,22 +80,22 @@ gl_FragCoord origin is upper left 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) -0:57 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 o2: direct index for structure ( uniform 2-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 5 (const uint) -0:58 textureFetchOffset (temp 4-component vector of int) -0:58 'g_tTex2di4' (uniform itexture2D) -0:58 vector swizzle (temp 2-component vector of int) -0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:58 textureFetchOffset ( temp 4-component vector of int) +0:58 'g_tTex2di4' ( uniform itexture2D) +0:58 vector swizzle ( temp 2-component vector of int) +0:58 c3: direct index for structure ( 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 @@ -103,22 +103,22 @@ gl_FragCoord origin is upper left 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) -0:58 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 o2: direct index for structure ( uniform 2-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 5 (const uint) -0:59 textureFetchOffset (temp 4-component vector of uint) -0:59 'g_tTex2du4' (uniform utexture2D) -0:59 vector swizzle (temp 2-component vector of int) -0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 textureFetchOffset ( temp 4-component vector of uint) +0:59 'g_tTex2du4' ( uniform utexture2D) +0:59 vector swizzle ( temp 2-component vector of int) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 '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}) 0:59 Constant: 0:59 2 (const uint) 0:59 Sequence @@ -126,22 +126,22 @@ gl_FragCoord origin is upper left 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) -0:59 direct index (temp int) -0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 direct index ( temp int) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 '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}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: 0:59 2 (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 o2: direct index for structure ( uniform 2-component vector of int) +0:59 '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}) 0:59 Constant: 0:59 5 (const uint) -0:62 textureFetchOffset (temp 4-component vector of float) -0:62 'g_tTex3df4' (uniform texture3D) -0:62 vector swizzle (temp 3-component vector of int) -0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:62 textureFetchOffset ( temp 4-component vector of float) +0:62 'g_tTex3df4' ( uniform texture3D) +0:62 vector swizzle ( temp 3-component vector of int) +0:62 c4: direct index for structure ( 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 @@ -151,22 +151,22 @@ gl_FragCoord origin is upper left 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) -0:62 o3: direct index for structure (layout(offset=64 ) uniform 3-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 o3: direct index for structure ( uniform 3-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 6 (const uint) -0:63 textureFetchOffset (temp 4-component vector of int) -0:63 'g_tTex3di4' (uniform itexture3D) -0:63 vector swizzle (temp 3-component vector of int) -0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:63 textureFetchOffset ( temp 4-component vector of int) +0:63 'g_tTex3di4' ( uniform itexture3D) +0:63 vector swizzle ( temp 3-component vector of int) +0:63 c4: direct index for structure ( 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 @@ -176,22 +176,22 @@ gl_FragCoord origin is upper left 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) -0:63 o3: direct index for structure (layout(offset=64 ) uniform 3-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 o3: direct index for structure ( uniform 3-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 6 (const uint) -0:64 textureFetchOffset (temp 4-component vector of uint) -0:64 'g_tTex3du4' (uniform utexture3D) -0:64 vector swizzle (temp 3-component vector of int) -0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:64 textureFetchOffset ( temp 4-component vector of uint) +0:64 'g_tTex3du4' ( uniform utexture3D) +0:64 vector swizzle ( temp 3-component vector of int) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 '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}) 0:64 Constant: 0:64 3 (const uint) 0:64 Sequence @@ -201,20 +201,20 @@ gl_FragCoord origin is upper left 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) -0:64 direct index (temp int) -0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:64 direct index ( temp int) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 '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}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) -0:64 o3: direct index for structure (layout(offset=64 ) uniform 3-component vector of int) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:64 o3: direct index for structure ( uniform 3-component vector of int) +0:64 '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}) 0:64 Constant: 0:64 6 (const uint) -0:72 move second child to first child (temp 4-component vector of float) -0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:72 move second child to first child ( temp 4-component vector of float) +0:72 Color: direct index for structure ( temp 4-component vector of float) +0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -222,54 +222,60 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:72 1.000000 0:72 1.000000 -0:73 move second child to first child (temp float) -0:73 Depth: direct index for structure (temp float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:73 move second child to first child ( temp float) +0:73 Depth: direct index for structure ( temp float) +0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 -0:75 Sequence -0:75 Sequence -0:75 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:75 Color: direct index for structure (temp 4-component vector of float) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:75 Constant: -0:75 0 (const int) -0:75 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:75 Depth: direct index for structure (temp float) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:75 Constant: -0:75 1 (const int) -0:75 Branch: Return +0:75 Branch: Return with expression +0:75 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( ( temp void) +0:48 Function Parameters: +0:? Sequence +0:48 Sequence +0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Constant: +0:48 0 (const int) +0:48 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:48 Depth: direct index for structure ( temp float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Constant: +0:48 1 (const int) 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}) +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:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) Linked fragment stage: @@ -278,77 +284,77 @@ 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 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_tTex1df4' (layout(binding=0 ) uniform texture1D) -0:52 vector swizzle (temp int) -0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:52 textureFetchOffset ( temp 4-component vector of float) +0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) +0:52 vector swizzle ( temp int) +0:52 c2: direct index for structure ( 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) -0:52 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 o1: direct index for structure ( uniform 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 4 (const uint) -0:53 textureFetchOffset (temp 4-component vector of int) -0:53 'g_tTex1di4' (uniform itexture1D) -0:53 vector swizzle (temp int) -0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:53 textureFetchOffset ( temp 4-component vector of int) +0:53 'g_tTex1di4' ( uniform itexture1D) +0:53 vector swizzle ( temp int) +0:53 c2: direct index for structure ( 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) -0:53 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 o1: direct index for structure ( uniform 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 4 (const uint) -0:54 textureFetchOffset (temp 4-component vector of uint) -0:54 'g_tTex1du4' (uniform utexture1D) -0:54 vector swizzle (temp int) -0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 textureFetchOffset ( temp 4-component vector of uint) +0:54 'g_tTex1du4' ( uniform utexture1D) +0:54 vector swizzle ( temp int) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 '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}) 0:54 Constant: 0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) -0:54 direct index (temp int) -0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) -0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:54 direct index ( temp int) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 '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}) 0:54 Constant: 0:54 1 (const uint) 0:54 Constant: 0:54 1 (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 o1: direct index for structure ( uniform int) +0:54 '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}) 0:54 Constant: 0:54 4 (const uint) -0:57 textureFetchOffset (temp 4-component vector of float) -0:57 'g_tTex2df4' (uniform texture2D) -0:57 vector swizzle (temp 2-component vector of int) -0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:57 textureFetchOffset ( temp 4-component vector of float) +0:57 'g_tTex2df4' ( uniform texture2D) +0:57 vector swizzle ( temp 2-component vector of int) +0:57 c3: direct index for structure ( 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 @@ -356,22 +362,22 @@ gl_FragCoord origin is upper left 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) -0:57 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 o2: direct index for structure ( uniform 2-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 5 (const uint) -0:58 textureFetchOffset (temp 4-component vector of int) -0:58 'g_tTex2di4' (uniform itexture2D) -0:58 vector swizzle (temp 2-component vector of int) -0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:58 textureFetchOffset ( temp 4-component vector of int) +0:58 'g_tTex2di4' ( uniform itexture2D) +0:58 vector swizzle ( temp 2-component vector of int) +0:58 c3: direct index for structure ( 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 @@ -379,22 +385,22 @@ gl_FragCoord origin is upper left 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) -0:58 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 o2: direct index for structure ( uniform 2-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 5 (const uint) -0:59 textureFetchOffset (temp 4-component vector of uint) -0:59 'g_tTex2du4' (uniform utexture2D) -0:59 vector swizzle (temp 2-component vector of int) -0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 textureFetchOffset ( temp 4-component vector of uint) +0:59 'g_tTex2du4' ( uniform utexture2D) +0:59 vector swizzle ( temp 2-component vector of int) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 '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}) 0:59 Constant: 0:59 2 (const uint) 0:59 Sequence @@ -402,22 +408,22 @@ gl_FragCoord origin is upper left 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) -0:59 direct index (temp int) -0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) -0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:59 direct index ( temp int) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 '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}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: 0:59 2 (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 o2: direct index for structure ( uniform 2-component vector of int) +0:59 '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}) 0:59 Constant: 0:59 5 (const uint) -0:62 textureFetchOffset (temp 4-component vector of float) -0:62 'g_tTex3df4' (uniform texture3D) -0:62 vector swizzle (temp 3-component vector of int) -0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:62 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:62 textureFetchOffset ( temp 4-component vector of float) +0:62 'g_tTex3df4' ( uniform texture3D) +0:62 vector swizzle ( temp 3-component vector of int) +0:62 c4: direct index for structure ( 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 @@ -427,22 +433,22 @@ gl_FragCoord origin is upper left 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) -0:62 o3: direct index for structure (layout(offset=64 ) uniform 3-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 o3: direct index for structure ( uniform 3-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 6 (const uint) -0:63 textureFetchOffset (temp 4-component vector of int) -0:63 'g_tTex3di4' (uniform itexture3D) -0:63 vector swizzle (temp 3-component vector of int) -0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:63 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:63 textureFetchOffset ( temp 4-component vector of int) +0:63 'g_tTex3di4' ( uniform itexture3D) +0:63 vector swizzle ( temp 3-component vector of int) +0:63 c4: direct index for structure ( 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 @@ -452,22 +458,22 @@ gl_FragCoord origin is upper left 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) -0:63 o3: direct index for structure (layout(offset=64 ) uniform 3-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 o3: direct index for structure ( uniform 3-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 6 (const uint) -0:64 textureFetchOffset (temp 4-component vector of uint) -0:64 'g_tTex3du4' (uniform utexture3D) -0:64 vector swizzle (temp 3-component vector of int) -0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:64 textureFetchOffset ( temp 4-component vector of uint) +0:64 'g_tTex3du4' ( uniform utexture3D) +0:64 vector swizzle ( temp 3-component vector of int) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 '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}) 0:64 Constant: 0:64 3 (const uint) 0:64 Sequence @@ -477,20 +483,20 @@ gl_FragCoord origin is upper left 0:64 1 (const int) 0:64 Constant: 0:64 2 (const int) -0:64 direct index (temp int) -0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:64 direct index ( temp int) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 '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}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) -0:64 o3: direct index for structure (layout(offset=64 ) uniform 3-component vector of int) -0:64 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) +0:64 o3: direct index for structure ( uniform 3-component vector of int) +0:64 '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}) 0:64 Constant: 0:64 6 (const uint) -0:72 move second child to first child (temp 4-component vector of float) -0:72 Color: direct index for structure (temp 4-component vector of float) -0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:72 move second child to first child ( temp 4-component vector of float) +0:72 Color: direct index for structure ( temp 4-component vector of float) +0:72 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:72 Constant: 0:72 0 (const int) 0:72 Constant: @@ -498,58 +504,64 @@ gl_FragCoord origin is upper left 0:72 1.000000 0:72 1.000000 0:72 1.000000 -0:73 move second child to first child (temp float) -0:73 Depth: direct index for structure (temp float) -0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) +0:73 move second child to first child ( temp float) +0:73 Depth: direct index for structure ( temp float) +0:73 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:73 Constant: 0:73 1 (const int) 0:73 Constant: 0:73 1.000000 -0:75 Sequence -0:75 Sequence -0:75 move second child to first child (temp 4-component vector of float) -0:? 'Color' (layout(location=0 ) out 4-component vector of float) -0:75 Color: direct index for structure (temp 4-component vector of float) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:75 Constant: -0:75 0 (const int) -0:75 move second child to first child (temp float) -0:? 'Depth' (out float FragDepth) -0:75 Depth: direct index for structure (temp float) -0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) -0:75 Constant: -0:75 1 (const int) -0:75 Branch: Return +0:75 Branch: Return with expression +0:75 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Definition: main( ( temp void) +0:48 Function Parameters: +0:? Sequence +0:48 Sequence +0:48 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 move second child to first child ( temp 4-component vector of float) +0:? 'Color' (layout( location=0) out 4-component vector of float) +0:48 Color: direct index for structure ( temp 4-component vector of float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Constant: +0:48 0 (const int) +0:48 move second child to first child ( temp float) +0:? 'Depth' ( out float FragDepth) +0:48 Depth: direct index for structure ( temp float) +0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) +0:48 Constant: +0:48 1 (const int) 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}) +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:? 'Color' (layout( location=0) out 4-component vector of float) +0:? 'Depth' ( out float FragDepth) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 194 +// Id's are bound by 201 Capability Shader Capability ImageGatherExtended @@ -557,277 +569,288 @@ gl_FragCoord origin is upper left Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 - EntryPoint Fragment 4 "main" 147 151 + EntryPoint Fragment 4 "main" 155 159 ExecutionMode 4 OriginUpperLeft Name 4 "main" - Name 9 "g_tTex1df4" - Name 15 "$Global" - MemberName 15($Global) 0 "c1" - MemberName 15($Global) 1 "c2" - MemberName 15($Global) 2 "c3" - MemberName 15($Global) 3 "c4" - MemberName 15($Global) 4 "o1" - MemberName 15($Global) 5 "o2" - MemberName 15($Global) 6 "o3" - MemberName 15($Global) 7 "o4" - Name 17 "" - Name 34 "g_tTex1di4" - Name 45 "g_tTex1du4" - Name 57 "g_tTex2df4" - Name 74 "g_tTex2di4" - Name 86 "g_tTex2du4" - Name 98 "g_tTex3df4" - Name 114 "g_tTex3di4" - Name 126 "g_tTex3du4" - Name 136 "PS_OUTPUT" - MemberName 136(PS_OUTPUT) 0 "Color" - MemberName 136(PS_OUTPUT) 1 "Depth" - Name 138 "psout" - Name 147 "Color" - Name 151 "Depth" - Name 157 "g_sSamp" - Name 160 "g_tTexcdf4" - Name 163 "g_tTexcdi4" - Name 166 "g_tTexcdu4" - Name 169 "g_tTex1df4a" - Name 172 "g_tTex1di4a" - Name 175 "g_tTex1du4a" - Name 178 "g_tTex2df4a" - Name 181 "g_tTex2di4a" - Name 184 "g_tTex2du4a" - Name 187 "g_tTexcdf4a" - Name 190 "g_tTexcdi4a" - Name 193 "g_tTexcdu4a" - Decorate 9(g_tTex1df4) DescriptorSet 0 - Decorate 9(g_tTex1df4) Binding 0 - MemberDecorate 15($Global) 0 Offset 0 - MemberDecorate 15($Global) 1 Offset 8 - MemberDecorate 15($Global) 2 Offset 16 - MemberDecorate 15($Global) 3 Offset 32 - MemberDecorate 15($Global) 4 Offset 48 - MemberDecorate 15($Global) 5 Offset 56 - MemberDecorate 15($Global) 6 Offset 64 - MemberDecorate 15($Global) 7 Offset 80 - Decorate 15($Global) Block - Decorate 17 DescriptorSet 0 - Decorate 34(g_tTex1di4) DescriptorSet 0 - Decorate 45(g_tTex1du4) DescriptorSet 0 - Decorate 57(g_tTex2df4) DescriptorSet 0 - Decorate 74(g_tTex2di4) DescriptorSet 0 - Decorate 86(g_tTex2du4) DescriptorSet 0 - Decorate 98(g_tTex3df4) DescriptorSet 0 - Decorate 114(g_tTex3di4) DescriptorSet 0 - Decorate 126(g_tTex3du4) DescriptorSet 0 - Decorate 147(Color) Location 0 - Decorate 151(Depth) BuiltIn FragDepth - Decorate 157(g_sSamp) DescriptorSet 0 - Decorate 157(g_sSamp) Binding 0 - Decorate 160(g_tTexcdf4) DescriptorSet 0 - Decorate 163(g_tTexcdi4) DescriptorSet 0 - Decorate 166(g_tTexcdu4) DescriptorSet 0 - Decorate 169(g_tTex1df4a) DescriptorSet 0 - Decorate 172(g_tTex1di4a) DescriptorSet 0 - Decorate 175(g_tTex1du4a) DescriptorSet 0 - Decorate 178(g_tTex2df4a) DescriptorSet 0 - Decorate 181(g_tTex2di4a) DescriptorSet 0 - Decorate 184(g_tTex2du4a) DescriptorSet 0 - Decorate 187(g_tTexcdf4a) DescriptorSet 0 - Decorate 190(g_tTexcdi4a) DescriptorSet 0 - Decorate 193(g_tTexcdu4a) DescriptorSet 0 + Name 8 "PS_OUTPUT" + MemberName 8(PS_OUTPUT) 0 "Color" + MemberName 8(PS_OUTPUT) 1 "Depth" + 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($Global) 7 "o4" + Name 22 "" + Name 38 "g_tTex1di4" + Name 49 "g_tTex1du4" + Name 61 "g_tTex2df4" + Name 78 "g_tTex2di4" + Name 90 "g_tTex2du4" + Name 102 "g_tTex3df4" + Name 118 "g_tTex3di4" + Name 130 "g_tTex3du4" + Name 141 "psout" + Name 152 "flattenTemp" + Name 155 "Color" + Name 159 "Depth" + Name 164 "g_sSamp" + Name 167 "g_tTexcdf4" + Name 170 "g_tTexcdi4" + Name 173 "g_tTexcdu4" + Name 176 "g_tTex1df4a" + Name 179 "g_tTex1di4a" + Name 182 "g_tTex1du4a" + Name 185 "g_tTex2df4a" + Name 188 "g_tTex2di4a" + Name 191 "g_tTex2du4a" + Name 194 "g_tTexcdf4a" + Name 197 "g_tTexcdi4a" + Name 200 "g_tTexcdu4a" + Decorate 14(g_tTex1df4) DescriptorSet 0 + Decorate 14(g_tTex1df4) Binding 0 + MemberDecorate 20($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 38(g_tTex1di4) DescriptorSet 0 + Decorate 49(g_tTex1du4) DescriptorSet 0 + Decorate 61(g_tTex2df4) DescriptorSet 0 + Decorate 78(g_tTex2di4) DescriptorSet 0 + Decorate 90(g_tTex2du4) DescriptorSet 0 + Decorate 102(g_tTex3df4) DescriptorSet 0 + Decorate 118(g_tTex3di4) DescriptorSet 0 + Decorate 130(g_tTex3du4) DescriptorSet 0 + Decorate 155(Color) Location 0 + Decorate 159(Depth) BuiltIn FragDepth + Decorate 164(g_sSamp) DescriptorSet 0 + Decorate 164(g_sSamp) Binding 0 + Decorate 167(g_tTexcdf4) DescriptorSet 0 + Decorate 170(g_tTexcdi4) DescriptorSet 0 + Decorate 173(g_tTexcdu4) DescriptorSet 0 + Decorate 176(g_tTex1df4a) DescriptorSet 0 + Decorate 179(g_tTex1di4a) DescriptorSet 0 + Decorate 182(g_tTex1du4a) DescriptorSet 0 + Decorate 185(g_tTex2df4a) DescriptorSet 0 + Decorate 188(g_tTex2di4a) DescriptorSet 0 + Decorate 191(g_tTex2du4a) DescriptorSet 0 + Decorate 194(g_tTexcdf4a) DescriptorSet 0 + Decorate 197(g_tTexcdi4a) DescriptorSet 0 + Decorate 200(g_tTexcdu4a) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 - 7: TypeImage 6(float) 1D sampled format:Unknown - 8: TypePointer UniformConstant 7 - 9(g_tTex1df4): 8(ptr) Variable UniformConstant - 11: TypeInt 32 1 - 12: TypeVector 11(int) 2 - 13: TypeVector 11(int) 3 - 14: TypeVector 11(int) 4 - 15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4) - 16: TypePointer Uniform 15($Global) - 17: 16(ptr) Variable Uniform - 18: 11(int) Constant 1 - 19: TypeInt 32 0 - 20: 19(int) Constant 0 - 21: TypePointer Uniform 11(int) - 24: 19(int) Constant 1 - 27: 11(int) Constant 4 - 30: TypeVector 6(float) 4 - 32: TypeImage 11(int) 1D sampled format:Unknown - 33: TypePointer UniformConstant 32 - 34(g_tTex1di4): 33(ptr) Variable UniformConstant - 43: TypeImage 19(int) 1D sampled format:Unknown - 44: TypePointer UniformConstant 43 - 45(g_tTex1du4): 44(ptr) Variable UniformConstant - 53: TypeVector 19(int) 4 - 55: TypeImage 6(float) 2D sampled format:Unknown - 56: TypePointer UniformConstant 55 - 57(g_tTex2df4): 56(ptr) Variable UniformConstant - 59: 11(int) Constant 2 - 60: TypePointer Uniform 13(ivec3) - 64: 19(int) Constant 2 - 67: 11(int) Constant 5 - 68: TypePointer Uniform 12(ivec2) - 72: TypeImage 11(int) 2D sampled format:Unknown - 73: TypePointer UniformConstant 72 - 74(g_tTex2di4): 73(ptr) Variable UniformConstant - 84: TypeImage 19(int) 2D sampled format:Unknown - 85: TypePointer UniformConstant 84 - 86(g_tTex2du4): 85(ptr) Variable UniformConstant - 96: TypeImage 6(float) 3D sampled format:Unknown - 97: TypePointer UniformConstant 96 - 98(g_tTex3df4): 97(ptr) Variable UniformConstant - 100: 11(int) Constant 3 - 101: TypePointer Uniform 14(ivec4) - 105: 19(int) Constant 3 - 108: 11(int) Constant 6 - 112: TypeImage 11(int) 3D sampled format:Unknown - 113: TypePointer UniformConstant 112 - 114(g_tTex3di4): 113(ptr) Variable UniformConstant - 124: TypeImage 19(int) 3D sampled format:Unknown - 125: TypePointer UniformConstant 124 - 126(g_tTex3du4): 125(ptr) Variable UniformConstant - 136(PS_OUTPUT): TypeStruct 30(fvec4) 6(float) - 137: TypePointer Function 136(PS_OUTPUT) - 139: 11(int) Constant 0 - 140: 6(float) Constant 1065353216 - 141: 30(fvec4) ConstantComposite 140 140 140 140 - 142: TypePointer Function 30(fvec4) - 144: TypePointer Function 6(float) - 146: TypePointer Output 30(fvec4) - 147(Color): 146(ptr) Variable Output - 150: TypePointer Output 6(float) - 151(Depth): 150(ptr) Variable Output - 155: TypeSampler - 156: TypePointer UniformConstant 155 - 157(g_sSamp): 156(ptr) Variable UniformConstant - 158: TypeImage 6(float) Cube sampled format:Unknown - 159: TypePointer UniformConstant 158 - 160(g_tTexcdf4): 159(ptr) Variable UniformConstant - 161: TypeImage 11(int) Cube sampled format:Unknown - 162: TypePointer UniformConstant 161 - 163(g_tTexcdi4): 162(ptr) Variable UniformConstant - 164: TypeImage 19(int) Cube sampled format:Unknown - 165: TypePointer UniformConstant 164 - 166(g_tTexcdu4): 165(ptr) Variable UniformConstant - 167: TypeImage 6(float) 1D array sampled format:Unknown - 168: TypePointer UniformConstant 167 -169(g_tTex1df4a): 168(ptr) Variable UniformConstant - 170: TypeImage 11(int) 1D array sampled format:Unknown - 171: TypePointer UniformConstant 170 -172(g_tTex1di4a): 171(ptr) Variable UniformConstant - 173: TypeImage 19(int) 1D array sampled format:Unknown - 174: TypePointer UniformConstant 173 -175(g_tTex1du4a): 174(ptr) Variable UniformConstant - 176: TypeImage 6(float) 2D array sampled format:Unknown - 177: TypePointer UniformConstant 176 -178(g_tTex2df4a): 177(ptr) Variable UniformConstant - 179: TypeImage 11(int) 2D array sampled format:Unknown - 180: TypePointer UniformConstant 179 -181(g_tTex2di4a): 180(ptr) Variable UniformConstant - 182: TypeImage 19(int) 2D array sampled format:Unknown - 183: TypePointer UniformConstant 182 -184(g_tTex2du4a): 183(ptr) Variable UniformConstant - 185: TypeImage 6(float) Cube array sampled format:Unknown - 186: TypePointer UniformConstant 185 -187(g_tTexcdf4a): 186(ptr) Variable UniformConstant - 188: TypeImage 11(int) Cube array sampled format:Unknown - 189: TypePointer UniformConstant 188 -190(g_tTexcdi4a): 189(ptr) Variable UniformConstant - 191: TypeImage 19(int) Cube array sampled format:Unknown - 192: TypePointer UniformConstant 191 -193(g_tTexcdu4a): 192(ptr) Variable UniformConstant + 7: TypeVector 6(float) 4 + 8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) + 9: TypeFunction 8(PS_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 + 32: 16(int) Constant 4 + 36: TypeImage 16(int) 1D sampled format:Unknown + 37: TypePointer UniformConstant 36 + 38(g_tTex1di4): 37(ptr) Variable UniformConstant + 47: TypeImage 24(int) 1D sampled format:Unknown + 48: TypePointer UniformConstant 47 + 49(g_tTex1du4): 48(ptr) Variable UniformConstant + 57: TypeVector 24(int) 4 + 59: TypeImage 6(float) 2D sampled format:Unknown + 60: TypePointer UniformConstant 59 + 61(g_tTex2df4): 60(ptr) Variable UniformConstant + 63: 16(int) Constant 2 + 64: TypePointer Uniform 18(ivec3) + 68: 24(int) Constant 2 + 71: 16(int) Constant 5 + 72: TypePointer Uniform 17(ivec2) + 76: TypeImage 16(int) 2D sampled format:Unknown + 77: TypePointer UniformConstant 76 + 78(g_tTex2di4): 77(ptr) Variable UniformConstant + 88: TypeImage 24(int) 2D sampled format:Unknown + 89: TypePointer UniformConstant 88 + 90(g_tTex2du4): 89(ptr) Variable UniformConstant + 100: TypeImage 6(float) 3D sampled format:Unknown + 101: TypePointer UniformConstant 100 + 102(g_tTex3df4): 101(ptr) Variable UniformConstant + 104: 16(int) Constant 3 + 105: TypePointer Uniform 19(ivec4) + 109: 24(int) Constant 3 + 112: 16(int) Constant 6 + 116: TypeImage 16(int) 3D sampled format:Unknown + 117: TypePointer UniformConstant 116 + 118(g_tTex3di4): 117(ptr) Variable UniformConstant + 128: TypeImage 24(int) 3D sampled format:Unknown + 129: TypePointer UniformConstant 128 + 130(g_tTex3du4): 129(ptr) Variable UniformConstant + 140: TypePointer Function 8(PS_OUTPUT) + 142: 16(int) Constant 0 + 143: 6(float) Constant 1065353216 + 144: 7(fvec4) ConstantComposite 143 143 143 143 + 145: TypePointer Function 7(fvec4) + 147: TypePointer Function 6(float) + 154: TypePointer Output 7(fvec4) + 155(Color): 154(ptr) Variable Output + 158: TypePointer Output 6(float) + 159(Depth): 158(ptr) Variable Output + 162: TypeSampler + 163: TypePointer UniformConstant 162 + 164(g_sSamp): 163(ptr) Variable UniformConstant + 165: TypeImage 6(float) Cube sampled format:Unknown + 166: TypePointer UniformConstant 165 + 167(g_tTexcdf4): 166(ptr) Variable UniformConstant + 168: TypeImage 16(int) Cube sampled format:Unknown + 169: TypePointer UniformConstant 168 + 170(g_tTexcdi4): 169(ptr) Variable UniformConstant + 171: TypeImage 24(int) Cube sampled format:Unknown + 172: TypePointer UniformConstant 171 + 173(g_tTexcdu4): 172(ptr) Variable UniformConstant + 174: TypeImage 6(float) 1D array sampled format:Unknown + 175: TypePointer UniformConstant 174 +176(g_tTex1df4a): 175(ptr) Variable UniformConstant + 177: TypeImage 16(int) 1D array sampled format:Unknown + 178: TypePointer UniformConstant 177 +179(g_tTex1di4a): 178(ptr) Variable UniformConstant + 180: TypeImage 24(int) 1D array sampled format:Unknown + 181: TypePointer UniformConstant 180 +182(g_tTex1du4a): 181(ptr) Variable UniformConstant + 183: TypeImage 6(float) 2D array sampled format:Unknown + 184: TypePointer UniformConstant 183 +185(g_tTex2df4a): 184(ptr) Variable UniformConstant + 186: TypeImage 16(int) 2D array sampled format:Unknown + 187: TypePointer UniformConstant 186 +188(g_tTex2di4a): 187(ptr) Variable UniformConstant + 189: TypeImage 24(int) 2D array sampled format:Unknown + 190: TypePointer UniformConstant 189 +191(g_tTex2du4a): 190(ptr) Variable UniformConstant + 192: TypeImage 6(float) Cube array sampled format:Unknown + 193: TypePointer UniformConstant 192 +194(g_tTexcdf4a): 193(ptr) Variable UniformConstant + 195: TypeImage 16(int) Cube array sampled format:Unknown + 196: TypePointer UniformConstant 195 +197(g_tTexcdi4a): 196(ptr) Variable UniformConstant + 198: TypeImage 24(int) Cube array sampled format:Unknown + 199: TypePointer UniformConstant 198 +200(g_tTexcdu4a): 199(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label - 138(psout): 137(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: 21(ptr) AccessChain 17 27 - 29: 11(int) Load 28 - 31: 30(fvec4) ImageFetch 10 23 Lod Offset 26 29 - 35: 32 Load 34(g_tTex1di4) - 36: 21(ptr) AccessChain 17 18 20 - 37: 11(int) Load 36 - 38: 21(ptr) AccessChain 17 18 24 - 39: 11(int) Load 38 - 40: 21(ptr) AccessChain 17 27 - 41: 11(int) Load 40 - 42: 14(ivec4) ImageFetch 35 37 Lod Offset 39 41 - 46: 43 Load 45(g_tTex1du4) - 47: 21(ptr) AccessChain 17 18 20 - 48: 11(int) Load 47 - 49: 21(ptr) AccessChain 17 18 24 - 50: 11(int) Load 49 - 51: 21(ptr) AccessChain 17 27 - 52: 11(int) Load 51 - 54: 53(ivec4) ImageFetch 46 48 Lod Offset 50 52 - 58: 55 Load 57(g_tTex2df4) - 61: 60(ptr) AccessChain 17 59 - 62: 13(ivec3) Load 61 - 63: 12(ivec2) VectorShuffle 62 62 0 1 - 65: 21(ptr) AccessChain 17 59 64 - 66: 11(int) Load 65 - 69: 68(ptr) AccessChain 17 67 - 70: 12(ivec2) Load 69 - 71: 30(fvec4) ImageFetch 58 63 Lod Offset 66 70 - 75: 72 Load 74(g_tTex2di4) - 76: 60(ptr) AccessChain 17 59 - 77: 13(ivec3) Load 76 - 78: 12(ivec2) VectorShuffle 77 77 0 1 - 79: 21(ptr) AccessChain 17 59 64 - 80: 11(int) Load 79 - 81: 68(ptr) AccessChain 17 67 - 82: 12(ivec2) Load 81 - 83: 14(ivec4) ImageFetch 75 78 Lod Offset 80 82 - 87: 84 Load 86(g_tTex2du4) - 88: 60(ptr) AccessChain 17 59 - 89: 13(ivec3) Load 88 - 90: 12(ivec2) VectorShuffle 89 89 0 1 - 91: 21(ptr) AccessChain 17 59 64 - 92: 11(int) Load 91 - 93: 68(ptr) AccessChain 17 67 - 94: 12(ivec2) Load 93 - 95: 53(ivec4) ImageFetch 87 90 Lod Offset 92 94 - 99: 96 Load 98(g_tTex3df4) - 102: 101(ptr) AccessChain 17 100 - 103: 14(ivec4) Load 102 - 104: 13(ivec3) VectorShuffle 103 103 0 1 2 - 106: 21(ptr) AccessChain 17 100 105 - 107: 11(int) Load 106 - 109: 60(ptr) AccessChain 17 108 - 110: 13(ivec3) Load 109 - 111: 30(fvec4) ImageFetch 99 104 Lod Offset 107 110 - 115: 112 Load 114(g_tTex3di4) - 116: 101(ptr) AccessChain 17 100 - 117: 14(ivec4) Load 116 - 118: 13(ivec3) VectorShuffle 117 117 0 1 2 - 119: 21(ptr) AccessChain 17 100 105 - 120: 11(int) Load 119 - 121: 60(ptr) AccessChain 17 108 - 122: 13(ivec3) Load 121 - 123: 14(ivec4) ImageFetch 115 118 Lod Offset 120 122 - 127: 124 Load 126(g_tTex3du4) - 128: 101(ptr) AccessChain 17 100 - 129: 14(ivec4) Load 128 - 130: 13(ivec3) VectorShuffle 129 129 0 1 2 - 131: 21(ptr) AccessChain 17 100 105 - 132: 11(int) Load 131 - 133: 60(ptr) AccessChain 17 108 - 134: 13(ivec3) Load 133 - 135: 53(ivec4) ImageFetch 127 130 Lod Offset 132 134 - 143: 142(ptr) AccessChain 138(psout) 139 - Store 143 141 - 145: 144(ptr) AccessChain 138(psout) 18 - Store 145 140 - 148: 142(ptr) AccessChain 138(psout) 139 - 149: 30(fvec4) Load 148 - Store 147(Color) 149 - 152: 144(ptr) AccessChain 138(psout) 18 - 153: 6(float) Load 152 - Store 151(Depth) 153 +152(flattenTemp): 140(ptr) Variable Function + 153:8(PS_OUTPUT) FunctionCall 10(@main() + Store 152(flattenTemp) 153 + 156: 145(ptr) AccessChain 152(flattenTemp) 142 + 157: 7(fvec4) Load 156 + Store 155(Color) 157 + 160: 147(ptr) AccessChain 152(flattenTemp) 23 + 161: 6(float) Load 160 + Store 159(Depth) 161 Return FunctionEnd + 10(@main():8(PS_OUTPUT) Function None 9 + 11: Label + 141(psout): 140(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 + 33: 26(ptr) AccessChain 22 32 + 34: 16(int) Load 33 + 35: 7(fvec4) ImageFetch 15 28 Lod Offset 31 34 + 39: 36 Load 38(g_tTex1di4) + 40: 26(ptr) AccessChain 22 23 25 + 41: 16(int) Load 40 + 42: 26(ptr) AccessChain 22 23 29 + 43: 16(int) Load 42 + 44: 26(ptr) AccessChain 22 32 + 45: 16(int) Load 44 + 46: 19(ivec4) ImageFetch 39 41 Lod Offset 43 45 + 50: 47 Load 49(g_tTex1du4) + 51: 26(ptr) AccessChain 22 23 25 + 52: 16(int) Load 51 + 53: 26(ptr) AccessChain 22 23 29 + 54: 16(int) Load 53 + 55: 26(ptr) AccessChain 22 32 + 56: 16(int) Load 55 + 58: 57(ivec4) ImageFetch 50 52 Lod Offset 54 56 + 62: 59 Load 61(g_tTex2df4) + 65: 64(ptr) AccessChain 22 63 + 66: 18(ivec3) Load 65 + 67: 17(ivec2) VectorShuffle 66 66 0 1 + 69: 26(ptr) AccessChain 22 63 68 + 70: 16(int) Load 69 + 73: 72(ptr) AccessChain 22 71 + 74: 17(ivec2) Load 73 + 75: 7(fvec4) ImageFetch 62 67 Lod Offset 70 74 + 79: 76 Load 78(g_tTex2di4) + 80: 64(ptr) AccessChain 22 63 + 81: 18(ivec3) Load 80 + 82: 17(ivec2) VectorShuffle 81 81 0 1 + 83: 26(ptr) AccessChain 22 63 68 + 84: 16(int) Load 83 + 85: 72(ptr) AccessChain 22 71 + 86: 17(ivec2) Load 85 + 87: 19(ivec4) ImageFetch 79 82 Lod Offset 84 86 + 91: 88 Load 90(g_tTex2du4) + 92: 64(ptr) AccessChain 22 63 + 93: 18(ivec3) Load 92 + 94: 17(ivec2) VectorShuffle 93 93 0 1 + 95: 26(ptr) AccessChain 22 63 68 + 96: 16(int) Load 95 + 97: 72(ptr) AccessChain 22 71 + 98: 17(ivec2) Load 97 + 99: 57(ivec4) ImageFetch 91 94 Lod Offset 96 98 + 103: 100 Load 102(g_tTex3df4) + 106: 105(ptr) AccessChain 22 104 + 107: 19(ivec4) Load 106 + 108: 18(ivec3) VectorShuffle 107 107 0 1 2 + 110: 26(ptr) AccessChain 22 104 109 + 111: 16(int) Load 110 + 113: 64(ptr) AccessChain 22 112 + 114: 18(ivec3) Load 113 + 115: 7(fvec4) ImageFetch 103 108 Lod Offset 111 114 + 119: 116 Load 118(g_tTex3di4) + 120: 105(ptr) AccessChain 22 104 + 121: 19(ivec4) Load 120 + 122: 18(ivec3) VectorShuffle 121 121 0 1 2 + 123: 26(ptr) AccessChain 22 104 109 + 124: 16(int) Load 123 + 125: 64(ptr) AccessChain 22 112 + 126: 18(ivec3) Load 125 + 127: 19(ivec4) ImageFetch 119 122 Lod Offset 124 126 + 131: 128 Load 130(g_tTex3du4) + 132: 105(ptr) AccessChain 22 104 + 133: 19(ivec4) Load 132 + 134: 18(ivec3) VectorShuffle 133 133 0 1 2 + 135: 26(ptr) AccessChain 22 104 109 + 136: 16(int) Load 135 + 137: 64(ptr) AccessChain 22 112 + 138: 18(ivec3) Load 137 + 139: 57(ivec4) ImageFetch 131 134 Lod Offset 136 138 + 146: 145(ptr) AccessChain 141(psout) 142 + Store 146 144 + 148: 147(ptr) AccessChain 141(psout) 23 + Store 148 143 + 149:8(PS_OUTPUT) Load 141(psout) + ReturnValue 149 + FunctionEnd |