hlsl.samplebias.offsetarray.dx10.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence 0:23 move second child to first child ( temp 4-component vector of float) 0:23 'txval10' ( temp 4-component vector of float) 0:23 textureOffset ( temp 4-component vector of float) 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:23 Constant: 0:23 0.100000 0:23 0.200000 0:23 Constant: 0:23 0 (const int) 0:23 Constant: 0:23 0.500000 0:24 Sequence 0:24 move second child to first child ( temp 4-component vector of int) 0:24 'txval11' ( temp 4-component vector of int) 0:24 textureOffset ( temp 4-component vector of int) 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:24 Constant: 0:24 0.200000 0:24 0.300000 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 0.500000 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of uint) 0:25 'txval12' ( temp 4-component vector of uint) 0:25 textureOffset ( temp 4-component vector of uint) 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:25 Constant: 0:25 0.300000 0:25 0.400000 0:25 Constant: 0:25 2 (const int) 0:25 Constant: 0:25 0.500000 0:27 Sequence 0:27 move second child to first child ( temp 4-component vector of float) 0:27 'txval20' ( temp 4-component vector of float) 0:27 textureOffset ( temp 4-component vector of float) 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 Constant: 0:27 0.100000 0:27 0.200000 0:27 0.300000 0:27 Constant: 0:27 0 (const int) 0:27 0 (const int) 0:27 Constant: 0:27 0.500000 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) 0:28 textureOffset ( temp 4-component vector of int) 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 Constant: 0:28 0.300000 0:28 0.400000 0:28 0.500000 0:28 Constant: 0:28 0 (const int) 0:28 0 (const int) 0:28 Constant: 0:28 0.500000 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) 0:29 textureOffset ( temp 4-component vector of uint) 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 Constant: 0:29 0.500000 0:29 0.600000 0:29 0.700000 0:29 Constant: 0:29 0 (const int) 0:29 1 (const int) 0:29 Constant: 0:29 0.500000 0:33 move second child to first child ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: 0:33 1.000000 0:33 1.000000 0:33 1.000000 0:33 1.000000 0:34 move second child to first child ( temp float) 0:34 Depth: direct index for structure ( temp float) 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Branch: Return with expression 0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence 0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:20 Color: direct index for structure ( temp 4-component vector of float) 0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 0 (const int) 0:20 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:20 Depth: direct index for structure ( temp float) 0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:? 'g_tTex1di4' ( uniform itexture1DArray) 0:? 'g_tTex1du4' ( uniform utexture1DArray) 0:? 'g_tTex2df4' ( uniform texture2DArray) 0:? 'g_tTex2di4' ( uniform itexture2DArray) 0:? 'g_tTex2du4' ( uniform utexture2DArray) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Function Parameters: 0:? Sequence 0:23 Sequence 0:23 move second child to first child ( temp 4-component vector of float) 0:23 'txval10' ( temp 4-component vector of float) 0:23 textureOffset ( temp 4-component vector of float) 0:23 Construct combined texture-sampler ( temp sampler1DArray) 0:23 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:23 'g_sSamp' (layout( binding=0) uniform sampler) 0:23 Constant: 0:23 0.100000 0:23 0.200000 0:23 Constant: 0:23 0 (const int) 0:23 Constant: 0:23 0.500000 0:24 Sequence 0:24 move second child to first child ( temp 4-component vector of int) 0:24 'txval11' ( temp 4-component vector of int) 0:24 textureOffset ( temp 4-component vector of int) 0:24 Construct combined texture-sampler ( temp isampler1DArray) 0:24 'g_tTex1di4' ( uniform itexture1DArray) 0:24 'g_sSamp' (layout( binding=0) uniform sampler) 0:24 Constant: 0:24 0.200000 0:24 0.300000 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 0.500000 0:25 Sequence 0:25 move second child to first child ( temp 4-component vector of uint) 0:25 'txval12' ( temp 4-component vector of uint) 0:25 textureOffset ( temp 4-component vector of uint) 0:25 Construct combined texture-sampler ( temp usampler1DArray) 0:25 'g_tTex1du4' ( uniform utexture1DArray) 0:25 'g_sSamp' (layout( binding=0) uniform sampler) 0:25 Constant: 0:25 0.300000 0:25 0.400000 0:25 Constant: 0:25 2 (const int) 0:25 Constant: 0:25 0.500000 0:27 Sequence 0:27 move second child to first child ( temp 4-component vector of float) 0:27 'txval20' ( temp 4-component vector of float) 0:27 textureOffset ( temp 4-component vector of float) 0:27 Construct combined texture-sampler ( temp sampler2DArray) 0:27 'g_tTex2df4' ( uniform texture2DArray) 0:27 'g_sSamp' (layout( binding=0) uniform sampler) 0:27 Constant: 0:27 0.100000 0:27 0.200000 0:27 0.300000 0:27 Constant: 0:27 0 (const int) 0:27 0 (const int) 0:27 Constant: 0:27 0.500000 0:28 Sequence 0:28 move second child to first child ( temp 4-component vector of int) 0:28 'txval21' ( temp 4-component vector of int) 0:28 textureOffset ( temp 4-component vector of int) 0:28 Construct combined texture-sampler ( temp isampler2DArray) 0:28 'g_tTex2di4' ( uniform itexture2DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 Constant: 0:28 0.300000 0:28 0.400000 0:28 0.500000 0:28 Constant: 0:28 0 (const int) 0:28 0 (const int) 0:28 Constant: 0:28 0.500000 0:29 Sequence 0:29 move second child to first child ( temp 4-component vector of uint) 0:29 'txval22' ( temp 4-component vector of uint) 0:29 textureOffset ( temp 4-component vector of uint) 0:29 Construct combined texture-sampler ( temp usampler2DArray) 0:29 'g_tTex2du4' ( uniform utexture2DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 Constant: 0:29 0.500000 0:29 0.600000 0:29 0.700000 0:29 Constant: 0:29 0 (const int) 0:29 1 (const int) 0:29 Constant: 0:29 0.500000 0:33 move second child to first child ( temp 4-component vector of float) 0:33 Color: direct index for structure ( temp 4-component vector of float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 0 (const int) 0:33 Constant: 0:33 1.000000 0:33 1.000000 0:33 1.000000 0:33 1.000000 0:34 move second child to first child ( temp float) 0:34 Depth: direct index for structure ( temp float) 0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.000000 0:36 Branch: Return with expression 0:36 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Function Definition: main( ( temp void) 0:20 Function Parameters: 0:? Sequence 0:20 Sequence 0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:20 Color: direct index for structure ( temp 4-component vector of float) 0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 0 (const int) 0:20 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:20 Depth: direct index for structure ( temp float) 0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:20 Constant: 0:20 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:? 'g_tTex1di4' ( uniform itexture1DArray) 0:? 'g_tTex1du4' ( uniform utexture1DArray) 0:? 'g_tTex2df4' ( uniform texture2DArray) 0:? 'g_tTex2di4' ( uniform itexture2DArray) 0:? 'g_tTex2du4' ( uniform utexture2DArray) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 118 Capability Shader Capability Sampled1D 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 110 114 ExecutionMode 4 OriginUpperLeft ExecutionMode 4 DepthReplacing Source HLSL 500 Name 4 "main" Name 8 "PS_OUTPUT" MemberName 8(PS_OUTPUT) 0 "Color" MemberName 8(PS_OUTPUT) 1 "Depth" Name 10 "@main(" Name 13 "txval10" Name 16 "g_tTex1df4" Name 20 "g_sSamp" Name 34 "txval11" Name 37 "g_tTex1di4" Name 49 "txval12" Name 52 "g_tTex1du4" Name 61 "txval20" Name 64 "g_tTex2df4" Name 74 "txval21" Name 77 "g_tTex2di4" Name 84 "txval22" Name 87 "g_tTex2du4" Name 98 "psout" Name 107 "flattenTemp" Name 110 "@entryPointOutput.Color" Name 114 "@entryPointOutput.Depth" Name 117 "g_tTex1df4a" Decorate 16(g_tTex1df4) DescriptorSet 0 Decorate 16(g_tTex1df4) Binding 0 Decorate 20(g_sSamp) DescriptorSet 0 Decorate 20(g_sSamp) Binding 0 Decorate 37(g_tTex1di4) DescriptorSet 0 Decorate 37(g_tTex1di4) Binding 2 Decorate 52(g_tTex1du4) DescriptorSet 0 Decorate 52(g_tTex1du4) Binding 3 Decorate 64(g_tTex2df4) DescriptorSet 0 Decorate 64(g_tTex2df4) Binding 4 Decorate 77(g_tTex2di4) DescriptorSet 0 Decorate 77(g_tTex2di4) Binding 5 Decorate 87(g_tTex2du4) DescriptorSet 0 Decorate 87(g_tTex2du4) Binding 6 Decorate 110(@entryPointOutput.Color) Location 0 Decorate 114(@entryPointOutput.Depth) BuiltIn FragDepth Decorate 117(g_tTex1df4a) DescriptorSet 0 Decorate 117(g_tTex1df4a) Binding 1 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: TypePointer Function 7(fvec4) 14: TypeImage 6(float) 1D array sampled format:Unknown 15: TypePointer UniformConstant 14 16(g_tTex1df4): 15(ptr) Variable UniformConstant 18: TypeSampler 19: TypePointer UniformConstant 18 20(g_sSamp): 19(ptr) Variable UniformConstant 22: TypeSampledImage 14 24: TypeVector 6(float) 2 25: 6(float) Constant 1036831949 26: 6(float) Constant 1045220557 27: 24(fvec2) ConstantComposite 25 26 28: TypeInt 32 1 29: 28(int) Constant 0 30: 6(float) Constant 1056964608 32: TypeVector 28(int) 4 33: TypePointer Function 32(ivec4) 35: TypeImage 28(int) 1D array sampled format:Unknown 36: TypePointer UniformConstant 35 37(g_tTex1di4): 36(ptr) Variable UniformConstant 40: TypeSampledImage 35 42: 6(float) Constant 1050253722 43: 24(fvec2) ConstantComposite 26 42 44: 28(int) Constant 1 46: TypeInt 32 0 47: TypeVector 46(int) 4 48: TypePointer Function 47(ivec4) 50: TypeImage 46(int) 1D array sampled format:Unknown 51: TypePointer UniformConstant 50 52(g_tTex1du4): 51(ptr) Variable UniformConstant 55: TypeSampledImage 50 57: 6(float) Constant 1053609165 58: 24(fvec2) ConstantComposite 42 57 59: 28(int) Constant 2 62: TypeImage 6(float) 2D array sampled format:Unknown 63: TypePointer UniformConstant 62 64(g_tTex2df4): 63(ptr) Variable UniformConstant 67: TypeSampledImage 62 69: TypeVector 6(float) 3 70: 69(fvec3) ConstantComposite 25 26 42 71: TypeVector 28(int) 2 72: 71(ivec2) ConstantComposite 29 29 75: TypeImage 28(int) 2D array sampled format:Unknown 76: TypePointer UniformConstant 75 77(g_tTex2di4): 76(ptr) Variable UniformConstant 80: TypeSampledImage 75 82: 69(fvec3) ConstantComposite 42 57 30 85: TypeImage 46(int) 2D array sampled format:Unknown 86: TypePointer UniformConstant 85 87(g_tTex2du4): 86(ptr) Variable UniformConstant 90: TypeSampledImage 85 92: 6(float) Constant 1058642330 93: 6(float) Constant 1060320051 94: 69(fvec3) ConstantComposite 30 92 93 95: 71(ivec2) ConstantComposite 29 44 97: TypePointer Function 8(PS_OUTPUT) 99: 6(float) Constant 1065353216 100: 7(fvec4) ConstantComposite 99 99 99 99 102: TypePointer Function 6(float) 109: TypePointer Output 7(fvec4) 110(@entryPointOutput.Color): 109(ptr) Variable Output 113: TypePointer Output 6(float) 114(@entryPointOutput.Depth): 113(ptr) Variable Output 117(g_tTex1df4a): 15(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 107(flattenTemp): 97(ptr) Variable Function 108:8(PS_OUTPUT) FunctionCall 10(@main() Store 107(flattenTemp) 108 111: 12(ptr) AccessChain 107(flattenTemp) 29 112: 7(fvec4) Load 111 Store 110(@entryPointOutput.Color) 112 115: 102(ptr) AccessChain 107(flattenTemp) 44 116: 6(float) Load 115 Store 114(@entryPointOutput.Depth) 116 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 13(txval10): 12(ptr) Variable Function 34(txval11): 33(ptr) Variable Function 49(txval12): 48(ptr) Variable Function 61(txval20): 12(ptr) Variable Function 74(txval21): 33(ptr) Variable Function 84(txval22): 48(ptr) Variable Function 98(psout): 97(ptr) Variable Function 17: 14 Load 16(g_tTex1df4) 21: 18 Load 20(g_sSamp) 23: 22 SampledImage 17 21 31: 7(fvec4) ImageSampleImplicitLod 23 27 Bias ConstOffset 30 29 Store 13(txval10) 31 38: 35 Load 37(g_tTex1di4) 39: 18 Load 20(g_sSamp) 41: 40 SampledImage 38 39 45: 32(ivec4) ImageSampleImplicitLod 41 43 Bias ConstOffset 30 44 Store 34(txval11) 45 53: 50 Load 52(g_tTex1du4) 54: 18 Load 20(g_sSamp) 56: 55 SampledImage 53 54 60: 47(ivec4) ImageSampleImplicitLod 56 58 Bias ConstOffset 30 59 Store 49(txval12) 60 65: 62 Load 64(g_tTex2df4) 66: 18 Load 20(g_sSamp) 68: 67 SampledImage 65 66 73: 7(fvec4) ImageSampleImplicitLod 68 70 Bias ConstOffset 30 72 Store 61(txval20) 73 78: 75 Load 77(g_tTex2di4) 79: 18 Load 20(g_sSamp) 81: 80 SampledImage 78 79 83: 32(ivec4) ImageSampleImplicitLod 81 82 Bias ConstOffset 30 72 Store 74(txval21) 83 88: 85 Load 87(g_tTex2du4) 89: 18 Load 20(g_sSamp) 91: 90 SampledImage 88 89 96: 47(ivec4) ImageSampleImplicitLod 91 94 Bias ConstOffset 30 95 Store 84(txval22) 96 101: 12(ptr) AccessChain 98(psout) 29 Store 101 100 103: 102(ptr) AccessChain 98(psout) 44 Store 103 99 104:8(PS_OUTPUT) Load 98(psout) ReturnValue 104 FunctionEnd