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|
hlsl.load.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
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 ( temp 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 ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 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 ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:53 textureFetch ( temp 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 ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 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 ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:54 textureFetch ( temp 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 ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 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 ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:57 textureFetch ( temp 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 ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 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 ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:58 textureFetch ( temp 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 ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 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 ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:59 textureFetch ( temp 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 ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 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 ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 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 Branch: Return with expression
0:70 '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:? '@entryPointOutput.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:? '@entryPointOutput.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:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetch ( temp 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 ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 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 ( uniform 3-component vector of int)
0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:53 textureFetch ( temp 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 ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 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 ( uniform 3-component vector of int)
0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:54 textureFetch ( temp 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 ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 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 ( uniform 3-component vector of int)
0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:57 textureFetch ( temp 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 ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 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 ( uniform 4-component vector of int)
0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:58 textureFetch ( temp 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 ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 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 ( uniform 4-component vector of int)
0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:59 textureFetch ( temp 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 ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 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 ( uniform 4-component vector of int)
0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:59 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 Branch: Return with expression
0:70 '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:? '@entryPointOutput.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:? '@entryPointOutput.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:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 159
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 104 108
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
MemberName 8(PS_OUTPUT) 0 "Color"
MemberName 8(PS_OUTPUT) 1 "Depth"
Name 10 "@main("
Name 14 "g_tTex1df4a"
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($Global) 7 "o4"
Name 22 ""
Name 36 "g_tTex1di4a"
Name 46 "g_tTex1du4a"
Name 57 "g_tTex2df4a"
Name 70 "g_tTex2di4a"
Name 80 "g_tTex2du4a"
Name 89 "psout"
Name 101 "flattenTemp"
Name 104 "@entryPointOutput.Color"
Name 108 "@entryPointOutput.Depth"
Name 113 "g_sSamp"
Name 116 "g_tTex1df4"
Name 119 "g_tTex1di4"
Name 122 "g_tTex1du4"
Name 125 "g_tTex2df4"
Name 128 "g_tTex2di4"
Name 131 "g_tTex2du4"
Name 134 "g_tTex3df4"
Name 137 "g_tTex3di4"
Name 140 "g_tTex3du4"
Name 143 "g_tTexcdf4"
Name 146 "g_tTexcdi4"
Name 149 "g_tTexcdu4"
Name 152 "g_tTexcdf4a"
Name 155 "g_tTexcdi4a"
Name 158 "g_tTexcdu4a"
Decorate 14(g_tTex1df4a) DescriptorSet 0
Decorate 14(g_tTex1df4a) Binding 1
MemberDecorate 20($Global) 0 Offset 0
MemberDecorate 20($Global) 1 Offset 8
MemberDecorate 20($Global) 2 Offset 16
MemberDecorate 20($Global) 3 Offset 32
MemberDecorate 20($Global) 4 Offset 48
MemberDecorate 20($Global) 5 Offset 56
MemberDecorate 20($Global) 6 Offset 64
MemberDecorate 20($Global) 7 Offset 80
Decorate 20($Global) Block
Decorate 22 DescriptorSet 0
Decorate 22 Binding 7
Decorate 36(g_tTex1di4a) DescriptorSet 0
Decorate 36(g_tTex1di4a) Binding 2
Decorate 46(g_tTex1du4a) DescriptorSet 0
Decorate 46(g_tTex1du4a) Binding 3
Decorate 57(g_tTex2df4a) DescriptorSet 0
Decorate 57(g_tTex2df4a) Binding 4
Decorate 70(g_tTex2di4a) DescriptorSet 0
Decorate 70(g_tTex2di4a) Binding 5
Decorate 80(g_tTex2du4a) DescriptorSet 0
Decorate 80(g_tTex2du4a) Binding 6
Decorate 104(@entryPointOutput.Color) Location 0
Decorate 108(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 113(g_sSamp) DescriptorSet 0
Decorate 113(g_sSamp) Binding 0
Decorate 116(g_tTex1df4) DescriptorSet 0
Decorate 116(g_tTex1df4) Binding 0
Decorate 119(g_tTex1di4) DescriptorSet 0
Decorate 119(g_tTex1di4) Binding 0
Decorate 122(g_tTex1du4) DescriptorSet 0
Decorate 122(g_tTex1du4) Binding 0
Decorate 125(g_tTex2df4) DescriptorSet 0
Decorate 125(g_tTex2df4) Binding 0
Decorate 128(g_tTex2di4) DescriptorSet 0
Decorate 128(g_tTex2di4) Binding 0
Decorate 131(g_tTex2du4) DescriptorSet 0
Decorate 131(g_tTex2du4) Binding 0
Decorate 134(g_tTex3df4) DescriptorSet 0
Decorate 134(g_tTex3df4) Binding 0
Decorate 137(g_tTex3di4) DescriptorSet 0
Decorate 137(g_tTex3di4) Binding 0
Decorate 140(g_tTex3du4) DescriptorSet 0
Decorate 140(g_tTex3du4) Binding 0
Decorate 143(g_tTexcdf4) DescriptorSet 0
Decorate 143(g_tTexcdf4) Binding 0
Decorate 146(g_tTexcdi4) DescriptorSet 0
Decorate 146(g_tTexcdi4) Binding 0
Decorate 149(g_tTexcdu4) DescriptorSet 0
Decorate 149(g_tTexcdu4) Binding 0
Decorate 152(g_tTexcdf4a) DescriptorSet 0
Decorate 152(g_tTexcdf4a) Binding 0
Decorate 155(g_tTexcdi4a) DescriptorSet 0
Decorate 155(g_tTexcdi4a) Binding 0
Decorate 158(g_tTexcdu4a) DescriptorSet 0
Decorate 158(g_tTexcdu4a) Binding 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeVector 6(float) 4
8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
9: TypeFunction 8(PS_OUTPUT)
12: TypeImage 6(float) 1D array sampled format:Unknown
13: TypePointer UniformConstant 12
14(g_tTex1df4a): 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 2
24: TypePointer Uniform 18(ivec3)
28: TypeInt 32 0
29: 28(int) Constant 2
30: TypePointer Uniform 16(int)
34: TypeImage 16(int) 1D array sampled format:Unknown
35: TypePointer UniformConstant 34
36(g_tTex1di4a): 35(ptr) Variable UniformConstant
44: TypeImage 28(int) 1D array sampled format:Unknown
45: TypePointer UniformConstant 44
46(g_tTex1du4a): 45(ptr) Variable UniformConstant
53: TypeVector 28(int) 4
55: TypeImage 6(float) 2D array sampled format:Unknown
56: TypePointer UniformConstant 55
57(g_tTex2df4a): 56(ptr) Variable UniformConstant
59: 16(int) Constant 3
60: TypePointer Uniform 19(ivec4)
64: 28(int) Constant 3
68: TypeImage 16(int) 2D array sampled format:Unknown
69: TypePointer UniformConstant 68
70(g_tTex2di4a): 69(ptr) Variable UniformConstant
78: TypeImage 28(int) 2D array sampled format:Unknown
79: TypePointer UniformConstant 78
80(g_tTex2du4a): 79(ptr) Variable UniformConstant
88: TypePointer Function 8(PS_OUTPUT)
90: 16(int) Constant 0
91: 6(float) Constant 1065353216
92: 7(fvec4) ConstantComposite 91 91 91 91
93: TypePointer Function 7(fvec4)
95: 16(int) Constant 1
96: TypePointer Function 6(float)
103: TypePointer Output 7(fvec4)
104(@entryPointOutput.Color): 103(ptr) Variable Output
107: TypePointer Output 6(float)
108(@entryPointOutput.Depth): 107(ptr) Variable Output
111: TypeSampler
112: TypePointer UniformConstant 111
113(g_sSamp): 112(ptr) Variable UniformConstant
114: TypeImage 6(float) 1D sampled format:Unknown
115: TypePointer UniformConstant 114
116(g_tTex1df4): 115(ptr) Variable UniformConstant
117: TypeImage 16(int) 1D sampled format:Unknown
118: TypePointer UniformConstant 117
119(g_tTex1di4): 118(ptr) Variable UniformConstant
120: TypeImage 28(int) 1D sampled format:Unknown
121: TypePointer UniformConstant 120
122(g_tTex1du4): 121(ptr) Variable UniformConstant
123: TypeImage 6(float) 2D sampled format:Unknown
124: TypePointer UniformConstant 123
125(g_tTex2df4): 124(ptr) Variable UniformConstant
126: TypeImage 16(int) 2D sampled format:Unknown
127: TypePointer UniformConstant 126
128(g_tTex2di4): 127(ptr) Variable UniformConstant
129: TypeImage 28(int) 2D sampled format:Unknown
130: TypePointer UniformConstant 129
131(g_tTex2du4): 130(ptr) Variable UniformConstant
132: TypeImage 6(float) 3D sampled format:Unknown
133: TypePointer UniformConstant 132
134(g_tTex3df4): 133(ptr) Variable UniformConstant
135: TypeImage 16(int) 3D sampled format:Unknown
136: TypePointer UniformConstant 135
137(g_tTex3di4): 136(ptr) Variable UniformConstant
138: TypeImage 28(int) 3D sampled format:Unknown
139: TypePointer UniformConstant 138
140(g_tTex3du4): 139(ptr) Variable UniformConstant
141: TypeImage 6(float) Cube sampled format:Unknown
142: TypePointer UniformConstant 141
143(g_tTexcdf4): 142(ptr) Variable UniformConstant
144: TypeImage 16(int) Cube sampled format:Unknown
145: TypePointer UniformConstant 144
146(g_tTexcdi4): 145(ptr) Variable UniformConstant
147: TypeImage 28(int) Cube sampled format:Unknown
148: TypePointer UniformConstant 147
149(g_tTexcdu4): 148(ptr) Variable UniformConstant
150: TypeImage 6(float) Cube array sampled format:Unknown
151: TypePointer UniformConstant 150
152(g_tTexcdf4a): 151(ptr) Variable UniformConstant
153: TypeImage 16(int) Cube array sampled format:Unknown
154: TypePointer UniformConstant 153
155(g_tTexcdi4a): 154(ptr) Variable UniformConstant
156: TypeImage 28(int) Cube array sampled format:Unknown
157: TypePointer UniformConstant 156
158(g_tTexcdu4a): 157(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
101(flattenTemp): 88(ptr) Variable Function
102:8(PS_OUTPUT) FunctionCall 10(@main()
Store 101(flattenTemp) 102
105: 93(ptr) AccessChain 101(flattenTemp) 90
106: 7(fvec4) Load 105
Store 104(@entryPointOutput.Color) 106
109: 96(ptr) AccessChain 101(flattenTemp) 95
110: 6(float) Load 109
Store 108(@entryPointOutput.Depth) 110
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9
11: Label
89(psout): 88(ptr) Variable Function
15: 12 Load 14(g_tTex1df4a)
25: 24(ptr) AccessChain 22 23
26: 18(ivec3) Load 25
27: 17(ivec2) VectorShuffle 26 26 0 1
31: 30(ptr) AccessChain 22 23 29
32: 16(int) Load 31
33: 7(fvec4) ImageFetch 15 27 Lod 32
37: 34 Load 36(g_tTex1di4a)
38: 24(ptr) AccessChain 22 23
39: 18(ivec3) Load 38
40: 17(ivec2) VectorShuffle 39 39 0 1
41: 30(ptr) AccessChain 22 23 29
42: 16(int) Load 41
43: 19(ivec4) ImageFetch 37 40 Lod 42
47: 44 Load 46(g_tTex1du4a)
48: 24(ptr) AccessChain 22 23
49: 18(ivec3) Load 48
50: 17(ivec2) VectorShuffle 49 49 0 1
51: 30(ptr) AccessChain 22 23 29
52: 16(int) Load 51
54: 53(ivec4) ImageFetch 47 50 Lod 52
58: 55 Load 57(g_tTex2df4a)
61: 60(ptr) AccessChain 22 59
62: 19(ivec4) Load 61
63: 18(ivec3) VectorShuffle 62 62 0 1 2
65: 30(ptr) AccessChain 22 59 64
66: 16(int) Load 65
67: 7(fvec4) ImageFetch 58 63 Lod 66
71: 68 Load 70(g_tTex2di4a)
72: 60(ptr) AccessChain 22 59
73: 19(ivec4) Load 72
74: 18(ivec3) VectorShuffle 73 73 0 1 2
75: 30(ptr) AccessChain 22 59 64
76: 16(int) Load 75
77: 19(ivec4) ImageFetch 71 74 Lod 76
81: 78 Load 80(g_tTex2du4a)
82: 60(ptr) AccessChain 22 59
83: 19(ivec4) Load 82
84: 18(ivec3) VectorShuffle 83 83 0 1 2
85: 30(ptr) AccessChain 22 59 64
86: 16(int) Load 85
87: 53(ivec4) ImageFetch 81 84 Lod 86
94: 93(ptr) AccessChain 89(psout) 90
Store 94 92
97: 96(ptr) AccessChain 89(psout) 95
Store 97 91
98:8(PS_OUTPUT) Load 89(psout)
ReturnValue 98
FunctionEnd
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