hlsl.load.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) 0:52 'g_tTex1df4a' (uniform texture1DArray) 0:52 vector swizzle (temp 2-component vector of int) 0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) 0:52 direct index (temp int) 0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) 0:53 textureFetch (global 4-component vector of int) 0:53 'g_tTex1di4a' (uniform itexture1DArray) 0:53 vector swizzle (temp 2-component vector of int) 0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) 0:53 direct index (temp int) 0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) 0:54 textureFetch (global 4-component vector of uint) 0:54 'g_tTex1du4a' (uniform utexture1DArray) 0:54 vector swizzle (temp 2-component vector of int) 0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) 0:54 direct index (temp int) 0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) 0:57 textureFetch (global 4-component vector of float) 0:57 'g_tTex2df4a' (uniform texture2DArray) 0:57 vector swizzle (temp 3-component vector of int) 0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 2 (const int) 0:57 direct index (temp int) 0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) 0:58 textureFetch (global 4-component vector of int) 0:58 'g_tTex2di4a' (uniform itexture2DArray) 0:58 vector swizzle (temp 3-component vector of int) 0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 2 (const int) 0:58 direct index (temp int) 0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) 0:59 textureFetch (global 4-component vector of uint) 0:59 'g_tTex2du4a' (uniform utexture2DArray) 0:59 vector swizzle (temp 3-component vector of int) 0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 Constant: 0:59 2 (const int) 0:59 direct index (temp int) 0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: 0:59 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) 0:67 Color: direct index for structure (temp 4-component vector of float) 0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: 0:67 1.000000 0:67 1.000000 0:67 1.000000 0:67 1.000000 0:68 move second child to first child (temp float) 0:68 Depth: direct index for structure (temp float) 0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Sequence 0:70 Sequence 0:70 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:70 Color: direct index for structure (temp 4-component vector of float) 0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 0 (const int) 0:70 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) 0:70 Depth: direct index for structure (temp float) 0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 1 (const int) 0:70 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:? 'g_tTex1di4' (uniform itexture1D) 0:? 'g_tTex1du4' (uniform utexture1D) 0:? 'g_tTex2df4' (uniform texture2D) 0:? 'g_tTex2di4' (uniform itexture2D) 0:? 'g_tTex2du4' (uniform utexture2D) 0:? 'g_tTex3df4' (uniform texture3D) 0:? 'g_tTex3di4' (uniform itexture3D) 0:? 'g_tTex3du4' (uniform utexture3D) 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) 0:? 'g_tTex1df4a' (uniform texture1DArray) 0:? 'g_tTex1di4a' (uniform itexture1DArray) 0:? 'g_tTex1du4a' (uniform utexture1DArray) 0:? 'g_tTex2df4a' (uniform texture2DArray) 0:? 'g_tTex2di4a' (uniform itexture2DArray) 0:? 'g_tTex2du4a' (uniform utexture2DArray) 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:? 'Depth' (out float FragDepth) 0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:48 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:48 Function Parameters: 0:? Sequence 0:52 textureFetch (global 4-component vector of float) 0:52 'g_tTex1df4a' (uniform texture1DArray) 0:52 vector swizzle (temp 2-component vector of int) 0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 1 (const int) 0:52 direct index (temp int) 0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) 0:53 textureFetch (global 4-component vector of int) 0:53 'g_tTex1di4a' (uniform itexture1DArray) 0:53 vector swizzle (temp 2-component vector of int) 0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1 (const int) 0:53 direct index (temp int) 0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) 0:54 textureFetch (global 4-component vector of uint) 0:54 'g_tTex1du4a' (uniform utexture1DArray) 0:54 vector swizzle (temp 2-component vector of int) 0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 Constant: 0:54 1 (const int) 0:54 direct index (temp int) 0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) 0:57 textureFetch (global 4-component vector of float) 0:57 'g_tTex2df4a' (uniform texture2DArray) 0:57 vector swizzle (temp 3-component vector of int) 0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence 0:57 Constant: 0:57 0 (const int) 0:57 Constant: 0:57 1 (const int) 0:57 Constant: 0:57 2 (const int) 0:57 direct index (temp int) 0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) 0:58 textureFetch (global 4-component vector of int) 0:58 'g_tTex2di4a' (uniform itexture2DArray) 0:58 vector swizzle (temp 3-component vector of int) 0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence 0:58 Constant: 0:58 0 (const int) 0:58 Constant: 0:58 1 (const int) 0:58 Constant: 0:58 2 (const int) 0:58 direct index (temp int) 0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) 0:59 textureFetch (global 4-component vector of uint) 0:59 'g_tTex2du4a' (uniform utexture2DArray) 0:59 vector swizzle (temp 3-component vector of int) 0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence 0:59 Constant: 0:59 0 (const int) 0:59 Constant: 0:59 1 (const int) 0:59 Constant: 0:59 2 (const int) 0:59 direct index (temp int) 0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int) 0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: 0:59 3 (const int) 0:67 move second child to first child (temp 4-component vector of float) 0:67 Color: direct index for structure (temp 4-component vector of float) 0:67 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:67 Constant: 0:67 0 (const int) 0:67 Constant: 0:67 1.000000 0:67 1.000000 0:67 1.000000 0:67 1.000000 0:68 move second child to first child (temp float) 0:68 Depth: direct index for structure (temp float) 0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:68 Constant: 0:68 1 (const int) 0:68 Constant: 0:68 1.000000 0:70 Sequence 0:70 Sequence 0:70 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:70 Color: direct index for structure (temp 4-component vector of float) 0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 0 (const int) 0:70 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) 0:70 Depth: direct index for structure (temp float) 0:70 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:70 Constant: 0:70 1 (const int) 0:70 Branch: Return 0:? Linker Objects 0:? 'g_sSamp' (layout(binding=0 ) uniform sampler) 0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D) 0:? 'g_tTex1di4' (uniform itexture1D) 0:? 'g_tTex1du4' (uniform utexture1D) 0:? 'g_tTex2df4' (uniform texture2D) 0:? 'g_tTex2di4' (uniform itexture2D) 0:? 'g_tTex2du4' (uniform utexture2D) 0:? 'g_tTex3df4' (uniform texture3D) 0:? 'g_tTex3di4' (uniform itexture3D) 0:? 'g_tTex3du4' (uniform utexture3D) 0:? 'g_tTexcdf4' (uniform textureCube) 0:? 'g_tTexcdi4' (uniform itextureCube) 0:? 'g_tTexcdu4' (uniform utextureCube) 0:? 'g_tTex1df4a' (uniform texture1DArray) 0:? 'g_tTex1di4a' (uniform itexture1DArray) 0:? 'g_tTex1du4a' (uniform utexture1DArray) 0:? 'g_tTex2df4a' (uniform texture2DArray) 0:? 'g_tTex2di4a' (uniform itexture2DArray) 0:? 'g_tTex2du4a' (uniform utexture2DArray) 0:? 'g_tTexcdf4a' (uniform textureCubeArray) 0:? 'g_tTexcdi4a' (uniform itextureCubeArray) 0:? 'g_tTexcdu4a' (uniform utextureCubeArray) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:? 'Depth' (out float FragDepth) 0:? 'anon@0' (uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 // Id's are bound by 152 Capability Shader Capability Sampled1D Capability SampledCubeArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 96 100 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "g_tTex1df4a" Name 15 "$Global" MemberName 15($Global) 0 "c1" MemberName 15($Global) 1 "c2" MemberName 15($Global) 2 "c3" MemberName 15($Global) 3 "c4" MemberName 15($Global) 4 "o1" MemberName 15($Global) 5 "o2" MemberName 15($Global) 6 "o3" MemberName 15($Global) 7 "o4" Name 17 "" Name 32 "g_tTex1di4a" Name 42 "g_tTex1du4a" Name 53 "g_tTex2df4a" Name 66 "g_tTex2di4a" Name 76 "g_tTex2du4a" Name 84 "PS_OUTPUT" MemberName 84(PS_OUTPUT) 0 "Color" MemberName 84(PS_OUTPUT) 1 "Depth" Name 86 "psout" Name 96 "Color" Name 100 "Depth" Name 106 "g_sSamp" Name 109 "g_tTex1df4" Name 112 "g_tTex1di4" Name 115 "g_tTex1du4" Name 118 "g_tTex2df4" Name 121 "g_tTex2di4" Name 124 "g_tTex2du4" Name 127 "g_tTex3df4" Name 130 "g_tTex3di4" Name 133 "g_tTex3du4" Name 136 "g_tTexcdf4" Name 139 "g_tTexcdi4" Name 142 "g_tTexcdu4" Name 145 "g_tTexcdf4a" Name 148 "g_tTexcdi4a" Name 151 "g_tTexcdu4a" Decorate 9(g_tTex1df4a) DescriptorSet 0 MemberDecorate 15($Global) 0 Offset 0 MemberDecorate 15($Global) 1 Offset 8 MemberDecorate 15($Global) 2 Offset 16 MemberDecorate 15($Global) 3 Offset 32 MemberDecorate 15($Global) 4 Offset 48 MemberDecorate 15($Global) 5 Offset 56 MemberDecorate 15($Global) 6 Offset 64 MemberDecorate 15($Global) 7 Offset 80 Decorate 15($Global) Block Decorate 17 DescriptorSet 0 Decorate 32(g_tTex1di4a) DescriptorSet 0 Decorate 42(g_tTex1du4a) DescriptorSet 0 Decorate 53(g_tTex2df4a) DescriptorSet 0 Decorate 66(g_tTex2di4a) DescriptorSet 0 Decorate 76(g_tTex2du4a) DescriptorSet 0 Decorate 96(Color) Location 0 Decorate 100(Depth) BuiltIn FragDepth Decorate 106(g_sSamp) DescriptorSet 0 Decorate 106(g_sSamp) Binding 0 Decorate 109(g_tTex1df4) DescriptorSet 0 Decorate 109(g_tTex1df4) Binding 0 Decorate 112(g_tTex1di4) DescriptorSet 0 Decorate 115(g_tTex1du4) DescriptorSet 0 Decorate 118(g_tTex2df4) DescriptorSet 0 Decorate 121(g_tTex2di4) DescriptorSet 0 Decorate 124(g_tTex2du4) DescriptorSet 0 Decorate 127(g_tTex3df4) DescriptorSet 0 Decorate 130(g_tTex3di4) DescriptorSet 0 Decorate 133(g_tTex3du4) DescriptorSet 0 Decorate 136(g_tTexcdf4) DescriptorSet 0 Decorate 139(g_tTexcdi4) DescriptorSet 0 Decorate 142(g_tTexcdu4) DescriptorSet 0 Decorate 145(g_tTexcdf4a) DescriptorSet 0 Decorate 148(g_tTexcdi4a) DescriptorSet 0 Decorate 151(g_tTexcdu4a) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeImage 6(float) 1D array sampled format:Unknown 8: TypePointer UniformConstant 7 9(g_tTex1df4a): 8(ptr) Variable UniformConstant 11: TypeInt 32 1 12: TypeVector 11(int) 2 13: TypeVector 11(int) 3 14: TypeVector 11(int) 4 15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 16: TypePointer Uniform 15($Global) 17: 16(ptr) Variable Uniform 18: 11(int) Constant 2 19: TypePointer Uniform 13(ivec3) 23: TypeInt 32 0 24: 23(int) Constant 2 25: TypePointer Uniform 11(int) 28: TypeVector 6(float) 4 30: TypeImage 11(int) 1D array sampled format:Unknown 31: TypePointer UniformConstant 30 32(g_tTex1di4a): 31(ptr) Variable UniformConstant 40: TypeImage 23(int) 1D array sampled format:Unknown 41: TypePointer UniformConstant 40 42(g_tTex1du4a): 41(ptr) Variable UniformConstant 49: TypeVector 23(int) 4 51: TypeImage 6(float) 2D array sampled format:Unknown 52: TypePointer UniformConstant 51 53(g_tTex2df4a): 52(ptr) Variable UniformConstant 55: 11(int) Constant 3 56: TypePointer Uniform 14(ivec4) 60: 23(int) Constant 3 64: TypeImage 11(int) 2D array sampled format:Unknown 65: TypePointer UniformConstant 64 66(g_tTex2di4a): 65(ptr) Variable UniformConstant 74: TypeImage 23(int) 2D array sampled format:Unknown 75: TypePointer UniformConstant 74 76(g_tTex2du4a): 75(ptr) Variable UniformConstant 84(PS_OUTPUT): TypeStruct 28(fvec4) 6(float) 85: TypePointer Function 84(PS_OUTPUT) 87: 11(int) Constant 0 88: 6(float) Constant 1065353216 89: 28(fvec4) ConstantComposite 88 88 88 88 90: TypePointer Function 28(fvec4) 92: 11(int) Constant 1 93: TypePointer Function 6(float) 95: TypePointer Output 28(fvec4) 96(Color): 95(ptr) Variable Output 99: TypePointer Output 6(float) 100(Depth): 99(ptr) Variable Output 104: TypeSampler 105: TypePointer UniformConstant 104 106(g_sSamp): 105(ptr) Variable UniformConstant 107: TypeImage 6(float) 1D sampled format:Unknown 108: TypePointer UniformConstant 107 109(g_tTex1df4): 108(ptr) Variable UniformConstant 110: TypeImage 11(int) 1D sampled format:Unknown 111: TypePointer UniformConstant 110 112(g_tTex1di4): 111(ptr) Variable UniformConstant 113: TypeImage 23(int) 1D sampled format:Unknown 114: TypePointer UniformConstant 113 115(g_tTex1du4): 114(ptr) Variable UniformConstant 116: TypeImage 6(float) 2D sampled format:Unknown 117: TypePointer UniformConstant 116 118(g_tTex2df4): 117(ptr) Variable UniformConstant 119: TypeImage 11(int) 2D sampled format:Unknown 120: TypePointer UniformConstant 119 121(g_tTex2di4): 120(ptr) Variable UniformConstant 122: TypeImage 23(int) 2D sampled format:Unknown 123: TypePointer UniformConstant 122 124(g_tTex2du4): 123(ptr) Variable UniformConstant 125: TypeImage 6(float) 3D sampled format:Unknown 126: TypePointer UniformConstant 125 127(g_tTex3df4): 126(ptr) Variable UniformConstant 128: TypeImage 11(int) 3D sampled format:Unknown 129: TypePointer UniformConstant 128 130(g_tTex3di4): 129(ptr) Variable UniformConstant 131: TypeImage 23(int) 3D sampled format:Unknown 132: TypePointer UniformConstant 131 133(g_tTex3du4): 132(ptr) Variable UniformConstant 134: TypeImage 6(float) Cube sampled format:Unknown 135: TypePointer UniformConstant 134 136(g_tTexcdf4): 135(ptr) Variable UniformConstant 137: TypeImage 11(int) Cube sampled format:Unknown 138: TypePointer UniformConstant 137 139(g_tTexcdi4): 138(ptr) Variable UniformConstant 140: TypeImage 23(int) Cube sampled format:Unknown 141: TypePointer UniformConstant 140 142(g_tTexcdu4): 141(ptr) Variable UniformConstant 143: TypeImage 6(float) Cube array sampled format:Unknown 144: TypePointer UniformConstant 143 145(g_tTexcdf4a): 144(ptr) Variable UniformConstant 146: TypeImage 11(int) Cube array sampled format:Unknown 147: TypePointer UniformConstant 146 148(g_tTexcdi4a): 147(ptr) Variable UniformConstant 149: TypeImage 23(int) Cube array sampled format:Unknown 150: TypePointer UniformConstant 149 151(g_tTexcdu4a): 150(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 86(psout): 85(ptr) Variable Function 10: 7 Load 9(g_tTex1df4a) 20: 19(ptr) AccessChain 17 18 21: 13(ivec3) Load 20 22: 12(ivec2) VectorShuffle 21 21 0 1 26: 25(ptr) AccessChain 17 18 24 27: 11(int) Load 26 29: 28(fvec4) ImageFetch 10 22 Lod 27 33: 30 Load 32(g_tTex1di4a) 34: 19(ptr) AccessChain 17 18 35: 13(ivec3) Load 34 36: 12(ivec2) VectorShuffle 35 35 0 1 37: 25(ptr) AccessChain 17 18 24 38: 11(int) Load 37 39: 14(ivec4) ImageFetch 33 36 Lod 38 43: 40 Load 42(g_tTex1du4a) 44: 19(ptr) AccessChain 17 18 45: 13(ivec3) Load 44 46: 12(ivec2) VectorShuffle 45 45 0 1 47: 25(ptr) AccessChain 17 18 24 48: 11(int) Load 47 50: 49(ivec4) ImageFetch 43 46 Lod 48 54: 51 Load 53(g_tTex2df4a) 57: 56(ptr) AccessChain 17 55 58: 14(ivec4) Load 57 59: 13(ivec3) VectorShuffle 58 58 0 1 2 61: 25(ptr) AccessChain 17 55 60 62: 11(int) Load 61 63: 28(fvec4) ImageFetch 54 59 Lod 62 67: 64 Load 66(g_tTex2di4a) 68: 56(ptr) AccessChain 17 55 69: 14(ivec4) Load 68 70: 13(ivec3) VectorShuffle 69 69 0 1 2 71: 25(ptr) AccessChain 17 55 60 72: 11(int) Load 71 73: 14(ivec4) ImageFetch 67 70 Lod 72 77: 74 Load 76(g_tTex2du4a) 78: 56(ptr) AccessChain 17 55 79: 14(ivec4) Load 78 80: 13(ivec3) VectorShuffle 79 79 0 1 2 81: 25(ptr) AccessChain 17 55 60 82: 11(int) Load 81 83: 49(ivec4) ImageFetch 77 80 Lod 82 91: 90(ptr) AccessChain 86(psout) 87 Store 91 89 94: 93(ptr) AccessChain 86(psout) 92 Store 94 88 97: 90(ptr) AccessChain 86(psout) 87 98: 28(fvec4) Load 97 Store 96(Color) 98 101: 93(ptr) AccessChain 86(psout) 92 102: 6(float) Load 101 Store 100(Depth) 102 Return FunctionEnd