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|
hlsl.load.rwtexture.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters:
0:? Sequence
0:44 imageLoad ( temp 4-component vector of float)
0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:44 c1: direct index for structure ( uniform int)
0:44 '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})
0:44 Constant:
0:44 0 (const uint)
0:45 imageLoad ( temp 4-component vector of int)
0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:45 c1: direct index for structure ( uniform int)
0:45 '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})
0:45 Constant:
0:45 0 (const uint)
0:46 imageLoad ( temp 4-component vector of uint)
0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:46 c1: direct index for structure ( uniform int)
0:46 '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})
0:46 Constant:
0:46 0 (const uint)
0:49 imageLoad ( temp 4-component vector of float)
0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:49 c2: direct index for structure ( uniform 2-component vector of int)
0:49 '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})
0:49 Constant:
0:49 1 (const uint)
0:50 imageLoad ( temp 4-component vector of int)
0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:50 c2: direct index for structure ( uniform 2-component vector of int)
0:50 '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})
0:50 Constant:
0:50 1 (const uint)
0:51 imageLoad ( temp 4-component vector of uint)
0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:51 c2: direct index for structure ( uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 1 (const uint)
0:54 imageLoad ( temp 4-component vector of float)
0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D)
0:54 c3: direct index for structure ( uniform 3-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 2 (const uint)
0:55 imageLoad ( temp 4-component vector of int)
0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:55 c3: direct index for structure ( uniform 3-component vector of int)
0:55 '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})
0:55 Constant:
0:55 2 (const uint)
0:56 imageLoad ( temp 4-component vector of uint)
0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:56 c3: direct index for structure ( uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 2 (const uint)
0:58 move second child to first child ( temp 4-component vector of float)
0:58 Color: direct index for structure ( temp 4-component vector of float)
0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1.000000
0:58 1.000000
0:58 1.000000
0:58 1.000000
0:59 move second child to first child ( temp float)
0:59 Depth: direct index for structure ( temp float)
0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:59 Constant:
0:59 1 (const int)
0:59 Constant:
0:59 1.000000
0:61 Branch: Return with expression
0:61 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Definition: main( ( temp void)
0:40 Function Parameters:
0:? Sequence
0:40 Sequence
0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:40 Depth: direct index for structure ( temp float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D)
0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters:
0:? Sequence
0:44 imageLoad ( temp 4-component vector of float)
0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:44 c1: direct index for structure ( uniform int)
0:44 '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})
0:44 Constant:
0:44 0 (const uint)
0:45 imageLoad ( temp 4-component vector of int)
0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:45 c1: direct index for structure ( uniform int)
0:45 '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})
0:45 Constant:
0:45 0 (const uint)
0:46 imageLoad ( temp 4-component vector of uint)
0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:46 c1: direct index for structure ( uniform int)
0:46 '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})
0:46 Constant:
0:46 0 (const uint)
0:49 imageLoad ( temp 4-component vector of float)
0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:49 c2: direct index for structure ( uniform 2-component vector of int)
0:49 '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})
0:49 Constant:
0:49 1 (const uint)
0:50 imageLoad ( temp 4-component vector of int)
0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:50 c2: direct index for structure ( uniform 2-component vector of int)
0:50 '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})
0:50 Constant:
0:50 1 (const uint)
0:51 imageLoad ( temp 4-component vector of uint)
0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:51 c2: direct index for structure ( uniform 2-component vector of int)
0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:51 Constant:
0:51 1 (const uint)
0:54 imageLoad ( temp 4-component vector of float)
0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D)
0:54 c3: direct index for structure ( uniform 3-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 2 (const uint)
0:55 imageLoad ( temp 4-component vector of int)
0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:55 c3: direct index for structure ( uniform 3-component vector of int)
0:55 '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})
0:55 Constant:
0:55 2 (const uint)
0:56 imageLoad ( temp 4-component vector of uint)
0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:56 c3: direct index for structure ( uniform 3-component vector of int)
0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:56 Constant:
0:56 2 (const uint)
0:58 move second child to first child ( temp 4-component vector of float)
0:58 Color: direct index for structure ( temp 4-component vector of float)
0:58 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1.000000
0:58 1.000000
0:58 1.000000
0:58 1.000000
0:59 move second child to first child ( temp float)
0:59 Depth: direct index for structure ( temp float)
0:59 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:59 Constant:
0:59 1 (const int)
0:59 Constant:
0:59 1.000000
0:61 Branch: Return with expression
0:61 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Definition: main( ( temp void)
0:40 Function Parameters:
0:? Sequence
0:40 Sequence
0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:40 Depth: direct index for structure ( temp float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D)
0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D)
0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80007
// Id's are bound by 132
Capability Shader
Capability Image1D
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 104 108
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
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($Global) 7 "o4"
Name 22 ""
Name 30 "g_tTex1di4"
Name 38 "g_tTex1du4"
Name 46 "g_tTex2df4"
Name 55 "g_tTex2di4"
Name 62 "g_tTex2du4"
Name 69 "g_tTex3df4"
Name 78 "g_tTex3di4"
Name 85 "g_tTex3du4"
Name 91 "psout"
Name 101 "flattenTemp"
Name 104 "@entryPointOutput.Color"
Name 108 "@entryPointOutput.Depth"
Name 113 "g_sSamp"
Name 116 "g_tTex1df4a"
Name 119 "g_tTex1di4a"
Name 122 "g_tTex1du4a"
Name 125 "g_tTex2df4a"
Name 128 "g_tTex2di4a"
Name 131 "g_tTex2du4a"
Decorate 14(g_tTex1df4) DescriptorSet 0
Decorate 14(g_tTex1df4) Binding 0
MemberDecorate 20($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 22 Binding 0
Decorate 30(g_tTex1di4) DescriptorSet 0
Decorate 30(g_tTex1di4) Binding 0
Decorate 38(g_tTex1du4) DescriptorSet 0
Decorate 38(g_tTex1du4) Binding 0
Decorate 46(g_tTex2df4) DescriptorSet 0
Decorate 46(g_tTex2df4) Binding 0
Decorate 55(g_tTex2di4) DescriptorSet 0
Decorate 55(g_tTex2di4) Binding 0
Decorate 62(g_tTex2du4) DescriptorSet 0
Decorate 62(g_tTex2du4) Binding 0
Decorate 69(g_tTex3df4) DescriptorSet 0
Decorate 69(g_tTex3df4) Binding 0
Decorate 78(g_tTex3di4) DescriptorSet 0
Decorate 78(g_tTex3di4) Binding 0
Decorate 85(g_tTex3du4) DescriptorSet 0
Decorate 85(g_tTex3du4) Binding 0
Decorate 104(@entryPointOutput.Color) Location 0
Decorate 108(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 113(g_sSamp) DescriptorSet 0
Decorate 113(g_sSamp) Binding 0
Decorate 116(g_tTex1df4a) DescriptorSet 0
Decorate 116(g_tTex1df4a) Binding 0
Decorate 119(g_tTex1di4a) DescriptorSet 0
Decorate 119(g_tTex1di4a) Binding 0
Decorate 122(g_tTex1du4a) DescriptorSet 0
Decorate 122(g_tTex1du4a) Binding 0
Decorate 125(g_tTex2df4a) DescriptorSet 0
Decorate 125(g_tTex2df4a) Binding 0
Decorate 128(g_tTex2di4a) DescriptorSet 0
Decorate 128(g_tTex2di4a) Binding 0
Decorate 131(g_tTex2du4a) DescriptorSet 0
Decorate 131(g_tTex2du4a) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypeImage 6(float) 1D nonsampled format:Rgba32f
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 0
24: TypePointer Uniform 16(int)
28: TypeImage 16(int) 1D nonsampled format:Rgba32i
29: TypePointer UniformConstant 28
30(g_tTex1di4): 29(ptr) Variable UniformConstant
35: TypeInt 32 0
36: TypeImage 35(int) 1D nonsampled format:Rgba32ui
37: TypePointer UniformConstant 36
38(g_tTex1du4): 37(ptr) Variable UniformConstant
42: TypeVector 35(int) 4
44: TypeImage 6(float) 2D nonsampled format:Rgba32f
45: TypePointer UniformConstant 44
46(g_tTex2df4): 45(ptr) Variable UniformConstant
48: 16(int) Constant 1
49: TypePointer Uniform 17(ivec2)
53: TypeImage 16(int) 2D nonsampled format:Rgba32i
54: TypePointer UniformConstant 53
55(g_tTex2di4): 54(ptr) Variable UniformConstant
60: TypeImage 35(int) 2D nonsampled format:Rgba32ui
61: TypePointer UniformConstant 60
62(g_tTex2du4): 61(ptr) Variable UniformConstant
67: TypeImage 6(float) 3D nonsampled format:Rgba32f
68: TypePointer UniformConstant 67
69(g_tTex3df4): 68(ptr) Variable UniformConstant
71: 16(int) Constant 2
72: TypePointer Uniform 18(ivec3)
76: TypeImage 16(int) 3D nonsampled format:Rgba32i
77: TypePointer UniformConstant 76
78(g_tTex3di4): 77(ptr) Variable UniformConstant
83: TypeImage 35(int) 3D nonsampled format:Rgba32ui
84: TypePointer UniformConstant 83
85(g_tTex3du4): 84(ptr) Variable UniformConstant
90: TypePointer Function 8(PS_OUTPUT)
92: 6(float) Constant 1065353216
93: 7(fvec4) ConstantComposite 92 92 92 92
94: TypePointer Function 7(fvec4)
96: TypePointer Function 6(float)
103: TypePointer Output 7(fvec4)
104(@entryPointOutput.Color): 103(ptr) Variable Output
107: TypePointer Output 6(float)
108(@entryPointOutput.Depth): 107(ptr) Variable Output
111: TypeSampler
112: TypePointer UniformConstant 111
113(g_sSamp): 112(ptr) Variable UniformConstant
114: TypeImage 6(float) 1D array nonsampled format:Rgba32f
115: TypePointer UniformConstant 114
116(g_tTex1df4a): 115(ptr) Variable UniformConstant
117: TypeImage 16(int) 1D array nonsampled format:Rgba32i
118: TypePointer UniformConstant 117
119(g_tTex1di4a): 118(ptr) Variable UniformConstant
120: TypeImage 35(int) 1D array nonsampled format:Rgba32ui
121: TypePointer UniformConstant 120
122(g_tTex1du4a): 121(ptr) Variable UniformConstant
123: TypeImage 6(float) 2D array nonsampled format:Rgba32f
124: TypePointer UniformConstant 123
125(g_tTex2df4a): 124(ptr) Variable UniformConstant
126: TypeImage 16(int) 2D array nonsampled format:Rgba32i
127: TypePointer UniformConstant 126
128(g_tTex2di4a): 127(ptr) Variable UniformConstant
129: TypeImage 35(int) 2D array nonsampled format:Rgba32ui
130: TypePointer UniformConstant 129
131(g_tTex2du4a): 130(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
101(flattenTemp): 90(ptr) Variable Function
102:8(PS_OUTPUT) FunctionCall 10(@main()
Store 101(flattenTemp) 102
105: 94(ptr) AccessChain 101(flattenTemp) 23
106: 7(fvec4) Load 105
Store 104(@entryPointOutput.Color) 106
109: 96(ptr) AccessChain 101(flattenTemp) 48
110: 6(float) Load 109
Store 108(@entryPointOutput.Depth) 110
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
91(psout): 90(ptr) Variable Function
15: 12 Load 14(g_tTex1df4)
25: 24(ptr) AccessChain 22 23
26: 16(int) Load 25
27: 7(fvec4) ImageRead 15 26
31: 28 Load 30(g_tTex1di4)
32: 24(ptr) AccessChain 22 23
33: 16(int) Load 32
34: 19(ivec4) ImageRead 31 33
39: 36 Load 38(g_tTex1du4)
40: 24(ptr) AccessChain 22 23
41: 16(int) Load 40
43: 42(ivec4) ImageRead 39 41
47: 44 Load 46(g_tTex2df4)
50: 49(ptr) AccessChain 22 48
51: 17(ivec2) Load 50
52: 7(fvec4) ImageRead 47 51
56: 53 Load 55(g_tTex2di4)
57: 49(ptr) AccessChain 22 48
58: 17(ivec2) Load 57
59: 19(ivec4) ImageRead 56 58
63: 60 Load 62(g_tTex2du4)
64: 49(ptr) AccessChain 22 48
65: 17(ivec2) Load 64
66: 42(ivec4) ImageRead 63 65
70: 67 Load 69(g_tTex3df4)
73: 72(ptr) AccessChain 22 71
74: 18(ivec3) Load 73
75: 7(fvec4) ImageRead 70 74
79: 76 Load 78(g_tTex3di4)
80: 72(ptr) AccessChain 22 71
81: 18(ivec3) Load 80
82: 19(ivec4) ImageRead 79 81
86: 83 Load 85(g_tTex3du4)
87: 72(ptr) AccessChain 22 71
88: 18(ivec3) Load 87
89: 42(ivec4) ImageRead 86 88
95: 94(ptr) AccessChain 91(psout) 23
Store 95 93
97: 96(ptr) AccessChain 91(psout) 48
Store 97 92
98:8(PS_OUTPUT) Load 91(psout)
ReturnValue 98
FunctionEnd
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