blob: fb58eff35ad2a4e201a140f01dbac8cd88929fac [file] [log] [blame]
hlsl.load.offsetarray.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_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int)
0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 1 (const int)
0:52 direct index (temp int)
0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:52 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_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int)
0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 Constant:
0:53 1 (const int)
0:53 direct index (temp int)
0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:53 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_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int)
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 Constant:
0:54 1 (const int)
0:54 direct index (temp int)
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:54 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_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int)
0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 Constant:
0:57 2 (const int)
0:57 direct index (temp int)
0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:57 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_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int)
0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 Constant:
0:58 2 (const int)
0:58 direct index (temp int)
0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:58 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_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int)
0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
0:59 Constant:
0:59 1 (const int)
0:59 Constant:
0:59 2 (const int)
0:59 direct index (temp int)
0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
0:59 3 (const int)
0:59 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)
0:65 move second child to first child (temp 4-component vector of float)
0:65 Color: direct index for structure (temp 4-component vector of float)
0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:65 Constant:
0:65 0 (const int)
0:65 Constant:
0:65 1.000000
0:65 1.000000
0:65 1.000000
0:65 1.000000
0:66 move second child to first child (temp float)
0:66 Depth: direct index for structure (temp float)
0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:66 Constant:
0:66 1 (const int)
0:66 Constant:
0:66 1.000000
0:68 Sequence
0:68 Sequence
0:68 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:68 Color: direct index for structure (temp 4-component vector of float)
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:68 Constant:
0:68 0 (const int)
0:68 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
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 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
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{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_tTex1df4a' (uniform texture1DArray)
0:52 vector swizzle (temp 2-component vector of int)
0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 1 (const int)
0:52 direct index (temp int)
0:52 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:52 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:52 Constant:
0:52 2 (const uint)
0:52 Constant:
0:52 2 (const int)
0:52 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_tTex1di4a' (uniform itexture1DArray)
0:53 vector swizzle (temp 2-component vector of int)
0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 Constant:
0:53 1 (const int)
0:53 direct index (temp int)
0:53 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:53 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:53 Constant:
0:53 2 (const uint)
0:53 Constant:
0:53 2 (const int)
0:53 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_tTex1du4a' (uniform utexture1DArray)
0:54 vector swizzle (temp 2-component vector of int)
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 Constant:
0:54 1 (const int)
0:54 direct index (temp int)
0:54 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
0:54 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:54 Constant:
0:54 2 (const uint)
0:54 Constant:
0:54 2 (const int)
0:54 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_tTex2df4a' (uniform texture2DArray)
0:57 vector swizzle (temp 3-component vector of int)
0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 Constant:
0:57 2 (const int)
0:57 direct index (temp int)
0:57 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:57 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:57 Constant:
0:57 3 (const uint)
0:57 Constant:
0:57 3 (const int)
0:57 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_tTex2di4a' (uniform itexture2DArray)
0:58 vector swizzle (temp 3-component vector of int)
0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 Constant:
0:58 2 (const int)
0:58 direct index (temp int)
0:58 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:58 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:58 Constant:
0:58 3 (const uint)
0:58 Constant:
0:58 3 (const int)
0:58 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_tTex2du4a' (uniform utexture2DArray)
0:59 vector swizzle (temp 3-component vector of int)
0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
0:59 Constant:
0:59 1 (const int)
0:59 Constant:
0:59 2 (const int)
0:59 direct index (temp int)
0:59 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:59 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
0:59 Constant:
0:59 3 (const uint)
0:59 Constant:
0:59 3 (const int)
0:59 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)
0:65 move second child to first child (temp 4-component vector of float)
0:65 Color: direct index for structure (temp 4-component vector of float)
0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:65 Constant:
0:65 0 (const int)
0:65 Constant:
0:65 1.000000
0:65 1.000000
0:65 1.000000
0:65 1.000000
0:66 move second child to first child (temp float)
0:66 Depth: direct index for structure (temp float)
0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:66 Constant:
0:66 1 (const int)
0:66 Constant:
0:66 1.000000
0:68 Sequence
0:68 Sequence
0:68 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:68 Color: direct index for structure (temp 4-component vector of float)
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:68 Constant:
0:68 0 (const int)
0:68 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
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 Branch: Return
0:? Linker Objects
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
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{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 167
Capability Shader
Capability ImageGatherExtended
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 111 115
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "g_tTex1df4a"
Name 15 "$Global"
MemberName 15($Global) 0 "c1"
MemberName 15($Global) 1 "c2"
MemberName 15($Global) 2 "c3"
MemberName 15($Global) 3 "c4"
MemberName 15($Global) 4 "o1"
MemberName 15($Global) 5 "o2"
MemberName 15($Global) 6 "o3"
MemberName 15($Global) 7 "o4"
Name 17 ""
Name 35 "g_tTex1di4a"
Name 47 "g_tTex1du4a"
Name 60 "g_tTex2df4a"
Name 77 "g_tTex2di4a"
Name 89 "g_tTex2du4a"
Name 99 "PS_OUTPUT"
MemberName 99(PS_OUTPUT) 0 "Color"
MemberName 99(PS_OUTPUT) 1 "Depth"
Name 101 "psout"
Name 111 "Color"
Name 115 "Depth"
Name 121 "g_sSamp"
Name 124 "g_tTex1df4"
Name 127 "g_tTex1di4"
Name 130 "g_tTex1du4"
Name 133 "g_tTex2df4"
Name 136 "g_tTex2di4"
Name 139 "g_tTex2du4"
Name 142 "g_tTex3df4"
Name 145 "g_tTex3di4"
Name 148 "g_tTex3du4"
Name 151 "g_tTexcdf4"
Name 154 "g_tTexcdi4"
Name 157 "g_tTexcdu4"
Name 160 "g_tTexcdf4a"
Name 163 "g_tTexcdi4a"
Name 166 "g_tTexcdu4a"
Decorate 9(g_tTex1df4a) DescriptorSet 0
MemberDecorate 15($Global) 0 Offset 0
MemberDecorate 15($Global) 1 Offset 8
MemberDecorate 15($Global) 2 Offset 16
MemberDecorate 15($Global) 3 Offset 32
MemberDecorate 15($Global) 4 Offset 48
MemberDecorate 15($Global) 5 Offset 56
MemberDecorate 15($Global) 6 Offset 64
MemberDecorate 15($Global) 7 Offset 80
Decorate 15($Global) Block
Decorate 17 DescriptorSet 0
Decorate 35(g_tTex1di4a) DescriptorSet 0
Decorate 47(g_tTex1du4a) DescriptorSet 0
Decorate 60(g_tTex2df4a) DescriptorSet 0
Decorate 77(g_tTex2di4a) DescriptorSet 0
Decorate 89(g_tTex2du4a) DescriptorSet 0
Decorate 111(Color) Location 0
Decorate 115(Depth) BuiltIn FragDepth
Decorate 121(g_sSamp) DescriptorSet 0
Decorate 121(g_sSamp) Binding 0
Decorate 124(g_tTex1df4) DescriptorSet 0
Decorate 124(g_tTex1df4) Binding 0
Decorate 127(g_tTex1di4) DescriptorSet 0
Decorate 130(g_tTex1du4) DescriptorSet 0
Decorate 133(g_tTex2df4) DescriptorSet 0
Decorate 136(g_tTex2di4) DescriptorSet 0
Decorate 139(g_tTex2du4) DescriptorSet 0
Decorate 142(g_tTex3df4) DescriptorSet 0
Decorate 145(g_tTex3di4) DescriptorSet 0
Decorate 148(g_tTex3du4) DescriptorSet 0
Decorate 151(g_tTexcdf4) DescriptorSet 0
Decorate 154(g_tTexcdi4) DescriptorSet 0
Decorate 157(g_tTexcdu4) DescriptorSet 0
Decorate 160(g_tTexcdf4a) DescriptorSet 0
Decorate 163(g_tTexcdi4a) DescriptorSet 0
Decorate 166(g_tTexcdu4a) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeImage 6(float) 1D array sampled format:Unknown
8: TypePointer UniformConstant 7
9(g_tTex1df4a): 8(ptr) Variable UniformConstant
11: TypeInt 32 1
12: TypeVector 11(int) 2
13: TypeVector 11(int) 3
14: TypeVector 11(int) 4
15($Global): TypeStruct 11(int) 12(ivec2) 13(ivec3) 14(ivec4) 11(int) 12(ivec2) 13(ivec3) 14(ivec4)
16: TypePointer Uniform 15($Global)
17: 16(ptr) Variable Uniform
18: 11(int) Constant 2
19: TypePointer Uniform 13(ivec3)
23: TypeInt 32 0
24: 23(int) Constant 2
25: TypePointer Uniform 11(int)
28: 11(int) Constant 4
31: TypeVector 6(float) 4
33: TypeImage 11(int) 1D array sampled format:Unknown
34: TypePointer UniformConstant 33
35(g_tTex1di4a): 34(ptr) Variable UniformConstant
45: TypeImage 23(int) 1D array sampled format:Unknown
46: TypePointer UniformConstant 45
47(g_tTex1du4a): 46(ptr) Variable UniformConstant
56: TypeVector 23(int) 4
58: TypeImage 6(float) 2D array sampled format:Unknown
59: TypePointer UniformConstant 58
60(g_tTex2df4a): 59(ptr) Variable UniformConstant
62: 11(int) Constant 3
63: TypePointer Uniform 14(ivec4)
67: 23(int) Constant 3
70: 11(int) Constant 5
71: TypePointer Uniform 12(ivec2)
75: TypeImage 11(int) 2D array sampled format:Unknown
76: TypePointer UniformConstant 75
77(g_tTex2di4a): 76(ptr) Variable UniformConstant
87: TypeImage 23(int) 2D array sampled format:Unknown
88: TypePointer UniformConstant 87
89(g_tTex2du4a): 88(ptr) Variable UniformConstant
99(PS_OUTPUT): TypeStruct 31(fvec4) 6(float)
100: TypePointer Function 99(PS_OUTPUT)
102: 11(int) Constant 0
103: 6(float) Constant 1065353216
104: 31(fvec4) ConstantComposite 103 103 103 103
105: TypePointer Function 31(fvec4)
107: 11(int) Constant 1
108: TypePointer Function 6(float)
110: TypePointer Output 31(fvec4)
111(Color): 110(ptr) Variable Output
114: TypePointer Output 6(float)
115(Depth): 114(ptr) Variable Output
119: TypeSampler
120: TypePointer UniformConstant 119
121(g_sSamp): 120(ptr) Variable UniformConstant
122: TypeImage 6(float) 1D sampled format:Unknown
123: TypePointer UniformConstant 122
124(g_tTex1df4): 123(ptr) Variable UniformConstant
125: TypeImage 11(int) 1D sampled format:Unknown
126: TypePointer UniformConstant 125
127(g_tTex1di4): 126(ptr) Variable UniformConstant
128: TypeImage 23(int) 1D sampled format:Unknown
129: TypePointer UniformConstant 128
130(g_tTex1du4): 129(ptr) Variable UniformConstant
131: TypeImage 6(float) 2D sampled format:Unknown
132: TypePointer UniformConstant 131
133(g_tTex2df4): 132(ptr) Variable UniformConstant
134: TypeImage 11(int) 2D sampled format:Unknown
135: TypePointer UniformConstant 134
136(g_tTex2di4): 135(ptr) Variable UniformConstant
137: TypeImage 23(int) 2D sampled format:Unknown
138: TypePointer UniformConstant 137
139(g_tTex2du4): 138(ptr) Variable UniformConstant
140: TypeImage 6(float) 3D sampled format:Unknown
141: TypePointer UniformConstant 140
142(g_tTex3df4): 141(ptr) Variable UniformConstant
143: TypeImage 11(int) 3D sampled format:Unknown
144: TypePointer UniformConstant 143
145(g_tTex3di4): 144(ptr) Variable UniformConstant
146: TypeImage 23(int) 3D sampled format:Unknown
147: TypePointer UniformConstant 146
148(g_tTex3du4): 147(ptr) Variable UniformConstant
149: TypeImage 6(float) Cube sampled format:Unknown
150: TypePointer UniformConstant 149
151(g_tTexcdf4): 150(ptr) Variable UniformConstant
152: TypeImage 11(int) Cube sampled format:Unknown
153: TypePointer UniformConstant 152
154(g_tTexcdi4): 153(ptr) Variable UniformConstant
155: TypeImage 23(int) Cube sampled format:Unknown
156: TypePointer UniformConstant 155
157(g_tTexcdu4): 156(ptr) Variable UniformConstant
158: TypeImage 6(float) Cube array sampled format:Unknown
159: TypePointer UniformConstant 158
160(g_tTexcdf4a): 159(ptr) Variable UniformConstant
161: TypeImage 11(int) Cube array sampled format:Unknown
162: TypePointer UniformConstant 161
163(g_tTexcdi4a): 162(ptr) Variable UniformConstant
164: TypeImage 23(int) Cube array sampled format:Unknown
165: TypePointer UniformConstant 164
166(g_tTexcdu4a): 165(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
101(psout): 100(ptr) Variable Function
10: 7 Load 9(g_tTex1df4a)
20: 19(ptr) AccessChain 17 18
21: 13(ivec3) Load 20
22: 12(ivec2) VectorShuffle 21 21 0 1
26: 25(ptr) AccessChain 17 18 24
27: 11(int) Load 26
29: 25(ptr) AccessChain 17 28
30: 11(int) Load 29
32: 31(fvec4) ImageFetch 10 22 Lod Offset 27 30
36: 33 Load 35(g_tTex1di4a)
37: 19(ptr) AccessChain 17 18
38: 13(ivec3) Load 37
39: 12(ivec2) VectorShuffle 38 38 0 1
40: 25(ptr) AccessChain 17 18 24
41: 11(int) Load 40
42: 25(ptr) AccessChain 17 28
43: 11(int) Load 42
44: 14(ivec4) ImageFetch 36 39 Lod Offset 41 43
48: 45 Load 47(g_tTex1du4a)
49: 19(ptr) AccessChain 17 18
50: 13(ivec3) Load 49
51: 12(ivec2) VectorShuffle 50 50 0 1
52: 25(ptr) AccessChain 17 18 24
53: 11(int) Load 52
54: 25(ptr) AccessChain 17 28
55: 11(int) Load 54
57: 56(ivec4) ImageFetch 48 51 Lod Offset 53 55
61: 58 Load 60(g_tTex2df4a)
64: 63(ptr) AccessChain 17 62
65: 14(ivec4) Load 64
66: 13(ivec3) VectorShuffle 65 65 0 1 2
68: 25(ptr) AccessChain 17 62 67
69: 11(int) Load 68
72: 71(ptr) AccessChain 17 70
73: 12(ivec2) Load 72
74: 31(fvec4) ImageFetch 61 66 Lod Offset 69 73
78: 75 Load 77(g_tTex2di4a)
79: 63(ptr) AccessChain 17 62
80: 14(ivec4) Load 79
81: 13(ivec3) VectorShuffle 80 80 0 1 2
82: 25(ptr) AccessChain 17 62 67
83: 11(int) Load 82
84: 71(ptr) AccessChain 17 70
85: 12(ivec2) Load 84
86: 14(ivec4) ImageFetch 78 81 Lod Offset 83 85
90: 87 Load 89(g_tTex2du4a)
91: 63(ptr) AccessChain 17 62
92: 14(ivec4) Load 91
93: 13(ivec3) VectorShuffle 92 92 0 1 2
94: 25(ptr) AccessChain 17 62 67
95: 11(int) Load 94
96: 71(ptr) AccessChain 17 70
97: 12(ivec2) Load 96
98: 56(ivec4) ImageFetch 90 93 Lod Offset 95 97
106: 105(ptr) AccessChain 101(psout) 102
Store 106 104
109: 108(ptr) AccessChain 101(psout) 107
Store 109 103
112: 105(ptr) AccessChain 101(psout) 102
113: 31(fvec4) Load 112
Store 111(Color) 113
116: 108(ptr) AccessChain 101(psout) 107
117: 6(float) Load 116
Store 115(Depth) 117
Return
FunctionEnd