HLSL: Implement the register production.
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@@ -11,7 +11,7 @@ gl_FragCoord origin is upper left
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0:33 textureGatherOffset (global 4-component vector of float)
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0:33 Construct combined texture-sampler (temp sampler2D)
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0:33 'g_tTex2df4' (uniform texture2D)
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0:33 'g_sSamp' (uniform sampler)
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0:33 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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@@ -24,7 +24,7 @@ gl_FragCoord origin is upper left
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0:34 textureGatherOffset (global 4-component vector of int)
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0:34 Construct combined texture-sampler (temp isampler2D)
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0:34 'g_tTex2di4' (uniform itexture2D)
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0:34 'g_sSamp' (uniform sampler)
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0:34 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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@@ -37,7 +37,7 @@ gl_FragCoord origin is upper left
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0:35 textureGatherOffset (global 4-component vector of uint)
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0:35 Construct combined texture-sampler (temp usampler2D)
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0:35 'g_tTex2du4' (uniform utexture2D)
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0:35 'g_sSamp' (uniform sampler)
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0:35 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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@@ -64,9 +64,9 @@ gl_FragCoord origin is upper left
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0:43 Branch: Return with expression
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0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? Linker Objects
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0:? 'g_sSamp' (uniform sampler)
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0:? 'g_tTex1df4a' (uniform texture1D)
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0:? 'g_tTex1df4' (uniform texture1D)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
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0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:? 'g_tTex1di4' (uniform itexture1D)
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0:? 'g_tTex1du4' (uniform utexture1D)
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0:? 'g_tTex2df4' (uniform texture2D)
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@@ -95,7 +95,7 @@ gl_FragCoord origin is upper left
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0:33 textureGatherOffset (global 4-component vector of float)
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0:33 Construct combined texture-sampler (temp sampler2D)
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0:33 'g_tTex2df4' (uniform texture2D)
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0:33 'g_sSamp' (uniform sampler)
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0:33 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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@@ -108,7 +108,7 @@ gl_FragCoord origin is upper left
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0:34 textureGatherOffset (global 4-component vector of int)
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0:34 Construct combined texture-sampler (temp isampler2D)
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0:34 'g_tTex2di4' (uniform itexture2D)
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0:34 'g_sSamp' (uniform sampler)
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0:34 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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@@ -121,7 +121,7 @@ gl_FragCoord origin is upper left
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0:35 textureGatherOffset (global 4-component vector of uint)
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0:35 Construct combined texture-sampler (temp usampler2D)
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0:35 'g_tTex2du4' (uniform utexture2D)
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0:35 'g_sSamp' (uniform sampler)
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0:35 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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@@ -148,9 +148,9 @@ gl_FragCoord origin is upper left
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0:43 Branch: Return with expression
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0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? Linker Objects
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0:? 'g_sSamp' (uniform sampler)
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0:? 'g_tTex1df4a' (uniform texture1D)
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0:? 'g_tTex1df4' (uniform texture1D)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
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0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:? 'g_tTex1di4' (uniform itexture1D)
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0:? 'g_tTex1du4' (uniform utexture1D)
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0:? 'g_tTex2df4' (uniform texture2D)
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@@ -198,11 +198,14 @@ gl_FragCoord origin is upper left
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Name 99 "g_tTexcdu4"
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Decorate 12(g_tTex2df4) DescriptorSet 0
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Decorate 16(g_sSamp) DescriptorSet 0
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Decorate 16(g_sSamp) Binding 0
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Decorate 35(g_tTex2di4) DescriptorSet 0
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Decorate 51(g_tTex2du4) DescriptorSet 0
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MemberDecorate 62(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 74(g_tTex1df4a) DescriptorSet 0
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Decorate 74(g_tTex1df4a) Binding 1
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Decorate 75(g_tTex1df4) DescriptorSet 0
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Decorate 75(g_tTex1df4) Binding 0
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Decorate 78(g_tTex1di4) DescriptorSet 0
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Decorate 81(g_tTex1du4) DescriptorSet 0
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Decorate 84(g_tTex3df4) DescriptorSet 0
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