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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.out1103
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