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https://github.com/RPCS3/glslang.git
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219 lines
10 KiB
Plaintext
Executable File
219 lines
10 KiB
Plaintext
Executable File
hlsl.flattenSubset.frag
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WARNING: AST will form illegal SPIR-V; need to transform to legalize
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:30 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:30 Function Parameters:
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0:30 'vpos' ( in 4-component vector of float)
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0:? Sequence
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0:33 move second child to first child ( temp sampler)
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0:? 's1.s0.ss' ( temp sampler)
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0:33 'samp' ( uniform sampler)
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0:34 Sequence
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0:34 move second child to first child ( temp float)
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0:? 's2.resources.b' ( temp float)
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0:? 's1.b' ( temp float)
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0:34 move second child to first child ( temp sampler)
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0:? 's2.resources.samplerState' ( temp sampler)
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0:? 's1.samplerState' ( temp sampler)
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0:34 move second child to first child ( temp int)
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0:? 's2.resources.s0.x' ( temp int)
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0:? 's1.s0.x' ( temp int)
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0:34 move second child to first child ( temp int)
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0:? 's2.resources.s0.y' ( temp int)
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0:? 's1.s0.y' ( temp int)
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0:34 move second child to first child ( temp sampler)
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0:? 's2.resources.s0.ss' ( temp sampler)
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0:? 's1.s0.ss' ( temp sampler)
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0:34 move second child to first child ( temp int)
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0:? 's2.resources.a' ( temp int)
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0:? 's1.a' ( temp int)
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0:35 Branch: Return with expression
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0:35 texture ( temp 4-component vector of float)
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0:35 Construct combined texture-sampler ( temp sampler2D)
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0:35 'tex' ( uniform texture2D)
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0:? 's2.resources.s0.ss' ( temp sampler)
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0:35 Constant:
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0:35 0.500000
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0:35 0.500000
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0:30 Function Definition: main( ( temp void)
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0:30 Function Parameters:
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0:? Sequence
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0:30 move second child to first child ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:? 'vpos' (layout( location=0) in 4-component vector of float)
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0:30 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:30 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'samp' ( uniform sampler)
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0:? 'tex' ( uniform texture2D)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'vpos' (layout( location=0) in 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:30 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:30 Function Parameters:
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0:30 'vpos' ( in 4-component vector of float)
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0:? Sequence
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0:33 move second child to first child ( temp sampler)
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0:? 's1.s0.ss' ( temp sampler)
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0:33 'samp' ( uniform sampler)
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0:34 Sequence
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0:34 move second child to first child ( temp float)
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0:? 's2.resources.b' ( temp float)
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0:? 's1.b' ( temp float)
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0:34 move second child to first child ( temp sampler)
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0:? 's2.resources.samplerState' ( temp sampler)
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0:? 's1.samplerState' ( temp sampler)
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0:34 move second child to first child ( temp int)
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0:? 's2.resources.s0.x' ( temp int)
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0:? 's1.s0.x' ( temp int)
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0:34 move second child to first child ( temp int)
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0:? 's2.resources.s0.y' ( temp int)
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0:? 's1.s0.y' ( temp int)
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0:34 move second child to first child ( temp sampler)
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0:? 's2.resources.s0.ss' ( temp sampler)
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0:? 's1.s0.ss' ( temp sampler)
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0:34 move second child to first child ( temp int)
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0:? 's2.resources.a' ( temp int)
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0:? 's1.a' ( temp int)
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0:35 Branch: Return with expression
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0:35 texture ( temp 4-component vector of float)
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0:35 Construct combined texture-sampler ( temp sampler2D)
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0:35 'tex' ( uniform texture2D)
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0:? 's2.resources.s0.ss' ( temp sampler)
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0:35 Constant:
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0:35 0.500000
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0:35 0.500000
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0:30 Function Definition: main( ( temp void)
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0:30 Function Parameters:
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0:? Sequence
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0:30 move second child to first child ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:? 'vpos' (layout( location=0) in 4-component vector of float)
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0:30 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:30 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'vpos' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'samp' ( uniform sampler)
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0:? 'tex' ( uniform texture2D)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'vpos' (layout( location=0) in 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80002
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// Id's are bound by 61
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 54 57
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 11 "@main(vf4;"
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Name 10 "vpos"
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Name 15 "s1.s0.ss"
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Name 17 "samp"
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Name 20 "s2.resources.b"
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Name 21 "s1.b"
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Name 23 "s2.resources.samplerState"
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Name 24 "s1.samplerState"
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Name 28 "s2.resources.s0.x"
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Name 29 "s1.s0.x"
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Name 31 "s2.resources.s0.y"
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Name 32 "s1.s0.y"
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Name 34 "s2.resources.s0.ss"
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Name 36 "s2.resources.a"
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Name 37 "s1.a"
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Name 41 "tex"
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Name 52 "vpos"
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Name 54 "vpos"
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Name 57 "@entryPointOutput"
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Name 58 "param"
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Decorate 17(samp) DescriptorSet 0
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Decorate 41(tex) DescriptorSet 0
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Decorate 54(vpos) Location 0
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Decorate 57(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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13: TypeSampler
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14: TypePointer Function 13
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16: TypePointer UniformConstant 13
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17(samp): 16(ptr) Variable UniformConstant
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19: TypePointer Function 6(float)
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26: TypeInt 32 1
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27: TypePointer Function 26(int)
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39: TypeImage 6(float) 2D sampled format:Unknown
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40: TypePointer UniformConstant 39
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41(tex): 40(ptr) Variable UniformConstant
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44: TypeSampledImage 39
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46: TypeVector 6(float) 2
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47: 6(float) Constant 1056964608
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48: 46(fvec2) ConstantComposite 47 47
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53: TypePointer Input 7(fvec4)
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54(vpos): 53(ptr) Variable Input
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56: TypePointer Output 7(fvec4)
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57(@entryPointOutput): 56(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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52(vpos): 8(ptr) Variable Function
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58(param): 8(ptr) Variable Function
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55: 7(fvec4) Load 54(vpos)
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Store 52(vpos) 55
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59: 7(fvec4) Load 52(vpos)
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Store 58(param) 59
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60: 7(fvec4) FunctionCall 11(@main(vf4;) 58(param)
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Store 57(@entryPointOutput) 60
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Return
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FunctionEnd
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11(@main(vf4;): 7(fvec4) Function None 9
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10(vpos): 8(ptr) FunctionParameter
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12: Label
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15(s1.s0.ss): 14(ptr) Variable Function
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20(s2.resources.b): 19(ptr) Variable Function
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21(s1.b): 19(ptr) Variable Function
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23(s2.resources.samplerState): 14(ptr) Variable Function
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24(s1.samplerState): 14(ptr) Variable Function
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28(s2.resources.s0.x): 27(ptr) Variable Function
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29(s1.s0.x): 27(ptr) Variable Function
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31(s2.resources.s0.y): 27(ptr) Variable Function
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32(s1.s0.y): 27(ptr) Variable Function
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34(s2.resources.s0.ss): 14(ptr) Variable Function
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36(s2.resources.a): 27(ptr) Variable Function
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37(s1.a): 27(ptr) Variable Function
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18: 13 Load 17(samp)
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Store 15(s1.s0.ss) 18
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22: 6(float) Load 21(s1.b)
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Store 20(s2.resources.b) 22
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25: 13 Load 24(s1.samplerState)
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Store 23(s2.resources.samplerState) 25
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30: 26(int) Load 29(s1.s0.x)
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Store 28(s2.resources.s0.x) 30
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33: 26(int) Load 32(s1.s0.y)
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Store 31(s2.resources.s0.y) 33
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35: 13 Load 15(s1.s0.ss)
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Store 34(s2.resources.s0.ss) 35
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38: 26(int) Load 37(s1.a)
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Store 36(s2.resources.a) 38
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42: 39 Load 41(tex)
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43: 13 Load 34(s2.resources.s0.ss)
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45: 44 SampledImage 42 43
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49: 7(fvec4) ImageSampleImplicitLod 45 48
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ReturnValue 49
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FunctionEnd
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