glslang/Test/baseResults/hlsl.load.offset.dx10.frag.out
John Kessenich 02467d8d94 HLSL: Wrap the entry-point; need to write 'in' args, and support 'inout' args.
This needs some render testing, but is destined to be part of master.

This also leads to a variety of other simplifications.
 - IO are global symbols, so only need one list of linkage nodes (deferred)
 - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized
 - several parts of splitting/flattening are now localized
2017-02-06 22:58:32 -07:00

857 lines
64 KiB
Plaintext

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 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 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 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 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 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 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 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 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 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 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 Constant:
0:57 2 (const uint)
0:57 Sequence
0:57 Constant:
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 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 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 Constant:
0:58 2 (const uint)
0:58 Sequence
0:58 Constant:
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 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 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 Constant:
0:59 2 (const uint)
0:59 Sequence
0:59 Constant:
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 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 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 Constant:
0:62 3 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
0:62 Constant:
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 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 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 Constant:
0:63 3 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
0:63 Constant:
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 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 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 Constant:
0:64 3 (const uint)
0:64 Sequence
0:64 Constant:
0:64 0 (const int)
0:64 Constant:
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 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 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 Constant:
0:72 0 (const int)
0:72 Constant:
0:72 1.000000
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 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 1.000000
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:? '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' (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})
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 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 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 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 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 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 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 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 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 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 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 Constant:
0:57 2 (const uint)
0:57 Sequence
0:57 Constant:
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 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 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 Constant:
0:58 2 (const uint)
0:58 Sequence
0:58 Constant:
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 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 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 Constant:
0:59 2 (const uint)
0:59 Sequence
0:59 Constant:
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 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 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 Constant:
0:62 3 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
0:62 Constant:
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 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 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 Constant:
0:63 3 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
0:63 Constant:
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 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 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 Constant:
0:64 3 (const uint)
0:64 Sequence
0:64 Constant:
0:64 0 (const int)
0:64 Constant:
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 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 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 Constant:
0:72 0 (const int)
0:72 Constant:
0:72 1.000000
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 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 1.000000
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:? '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' (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})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 201
Capability Shader
Capability ImageGatherExtended
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 155 159
ExecutionMode 4 OriginUpperLeft
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($Global) 7 "o4"
Name 22 ""
Name 38 "g_tTex1di4"
Name 49 "g_tTex1du4"
Name 61 "g_tTex2df4"
Name 78 "g_tTex2di4"
Name 90 "g_tTex2du4"
Name 102 "g_tTex3df4"
Name 118 "g_tTex3di4"
Name 130 "g_tTex3du4"
Name 141 "psout"
Name 152 "flattenTemp"
Name 155 "Color"
Name 159 "Depth"
Name 164 "g_sSamp"
Name 167 "g_tTexcdf4"
Name 170 "g_tTexcdi4"
Name 173 "g_tTexcdu4"
Name 176 "g_tTex1df4a"
Name 179 "g_tTex1di4a"
Name 182 "g_tTex1du4a"
Name 185 "g_tTex2df4a"
Name 188 "g_tTex2di4a"
Name 191 "g_tTex2du4a"
Name 194 "g_tTexcdf4a"
Name 197 "g_tTexcdi4a"
Name 200 "g_tTexcdu4a"
Decorate 14(g_tTex1df4) DescriptorSet 0
Decorate 14(g_tTex1df4) Binding 0
MemberDecorate 20($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: 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
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