hlsl.load.2dms.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch (temp 4-component vector of float) 0:32 'g_tTex2dmsf4' (uniform texture2DMS) 0:32 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:32 '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}) 0:32 Constant: 0:32 1 (const uint) 0:32 Constant: 0:32 3 (const int) 0:33 textureFetch (temp 4-component vector of int) 0:33 'g_tTex2dmsi4' (uniform itexture2DMS) 0:33 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:33 '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}) 0:33 Constant: 0:33 1 (const uint) 0:33 Constant: 0:33 3 (const int) 0:34 textureFetch (temp 4-component vector of uint) 0:34 'g_tTex2dmsu4' (uniform utexture2DMS) 0:34 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:34 '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}) 0:34 Constant: 0:34 1 (const uint) 0:34 Constant: 0:34 3 (const int) 0:37 textureFetchOffset (temp 4-component vector of float) 0:37 'g_tTex2dmsf4' (uniform texture2DMS) 0:37 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:37 '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}) 0:37 Constant: 0:37 1 (const uint) 0:37 Constant: 0:37 3 (const int) 0:37 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:37 '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}) 0:37 Constant: 0:37 5 (const uint) 0:38 textureFetchOffset (temp 4-component vector of int) 0:38 'g_tTex2dmsi4' (uniform itexture2DMS) 0:38 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:38 '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}) 0:38 Constant: 0:38 1 (const uint) 0:38 Constant: 0:38 3 (const int) 0:38 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:38 '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}) 0:38 Constant: 0:38 5 (const uint) 0:39 textureFetchOffset (temp 4-component vector of uint) 0:39 'g_tTex2dmsu4' (uniform utexture2DMS) 0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:39 '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}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: 0:39 3 (const int) 0:39 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:39 '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}) 0:39 Constant: 0:39 5 (const uint) 0:42 textureFetch (temp 4-component vector of float) 0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:42 '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}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: 0:42 3 (const int) 0:43 textureFetch (temp 4-component vector of int) 0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:43 '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}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: 0:43 3 (const int) 0:44 textureFetch (temp 4-component vector of uint) 0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:44 '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}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 3 (const int) 0:47 textureFetchOffset (temp 4-component vector of float) 0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:47 '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}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) 0:47 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:47 '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}) 0:47 Constant: 0:47 5 (const uint) 0:48 textureFetchOffset (temp 4-component vector of int) 0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:48 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:48 '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}) 0:48 Constant: 0:48 2 (const uint) 0:48 Constant: 0:48 3 (const int) 0:48 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:48 '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}) 0:48 Constant: 0:48 5 (const uint) 0:49 textureFetchOffset (temp 4-component vector of uint) 0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:49 '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}) 0:49 Constant: 0:49 2 (const uint) 0:49 Constant: 0:49 3 (const int) 0:49 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:49 '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}) 0:49 Constant: 0:49 5 (const uint) 0:51 move second child to first child (temp 4-component vector of float) 0:51 Color: direct index for structure (temp 4-component vector of float) 0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:52 move second child to first child (temp float) 0:52 Depth: direct index for structure (temp float) 0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 0:54 Sequence 0:54 Sequence 0:54 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:54 Color: direct index for structure (temp 4-component vector of float) 0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 0 (const int) 0:54 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) 0:54 Depth: direct index for structure (temp float) 0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 1 (const int) 0:54 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_tTex2dmsf4' (uniform texture2DMS) 0:? 'g_tTex2dmsi4' (uniform itexture2DMS) 0:? 'g_tTex2dmsu4' (uniform utexture2DMS) 0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 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 0:28 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:28 Function Parameters: 0:? Sequence 0:32 textureFetch (temp 4-component vector of float) 0:32 'g_tTex2dmsf4' (uniform texture2DMS) 0:32 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:32 '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}) 0:32 Constant: 0:32 1 (const uint) 0:32 Constant: 0:32 3 (const int) 0:33 textureFetch (temp 4-component vector of int) 0:33 'g_tTex2dmsi4' (uniform itexture2DMS) 0:33 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:33 '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}) 0:33 Constant: 0:33 1 (const uint) 0:33 Constant: 0:33 3 (const int) 0:34 textureFetch (temp 4-component vector of uint) 0:34 'g_tTex2dmsu4' (uniform utexture2DMS) 0:34 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:34 '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}) 0:34 Constant: 0:34 1 (const uint) 0:34 Constant: 0:34 3 (const int) 0:37 textureFetchOffset (temp 4-component vector of float) 0:37 'g_tTex2dmsf4' (uniform texture2DMS) 0:37 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:37 '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}) 0:37 Constant: 0:37 1 (const uint) 0:37 Constant: 0:37 3 (const int) 0:37 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:37 '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}) 0:37 Constant: 0:37 5 (const uint) 0:38 textureFetchOffset (temp 4-component vector of int) 0:38 'g_tTex2dmsi4' (uniform itexture2DMS) 0:38 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:38 '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}) 0:38 Constant: 0:38 1 (const uint) 0:38 Constant: 0:38 3 (const int) 0:38 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:38 '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}) 0:38 Constant: 0:38 5 (const uint) 0:39 textureFetchOffset (temp 4-component vector of uint) 0:39 'g_tTex2dmsu4' (uniform utexture2DMS) 0:39 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:39 '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}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: 0:39 3 (const int) 0:39 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:39 '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}) 0:39 Constant: 0:39 5 (const uint) 0:42 textureFetch (temp 4-component vector of float) 0:42 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:42 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:42 '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}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: 0:42 3 (const int) 0:43 textureFetch (temp 4-component vector of int) 0:43 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:43 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:43 '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}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: 0:43 3 (const int) 0:44 textureFetch (temp 4-component vector of uint) 0:44 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:44 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:44 '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}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 3 (const int) 0:47 textureFetchOffset (temp 4-component vector of float) 0:47 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:47 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:47 '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}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) 0:47 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:47 '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}) 0:47 Constant: 0:47 5 (const uint) 0:48 textureFetchOffset (temp 4-component vector of int) 0:48 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:48 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:48 '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}) 0:48 Constant: 0:48 2 (const uint) 0:48 Constant: 0:48 3 (const int) 0:48 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:48 '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}) 0:48 Constant: 0:48 5 (const uint) 0:49 textureFetchOffset (temp 4-component vector of uint) 0:49 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:49 '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}) 0:49 Constant: 0:49 2 (const uint) 0:49 Constant: 0:49 3 (const int) 0:49 o2: direct index for structure (layout(offset=56 ) uniform 2-component vector of int) 0:49 '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}) 0:49 Constant: 0:49 5 (const uint) 0:51 move second child to first child (temp 4-component vector of float) 0:51 Color: direct index for structure (temp 4-component vector of float) 0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:51 1.000000 0:52 move second child to first child (temp float) 0:52 Depth: direct index for structure (temp float) 0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:52 Constant: 0:52 1 (const int) 0:52 Constant: 0:52 1.000000 0:54 Sequence 0:54 Sequence 0:54 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:54 Color: direct index for structure (temp 4-component vector of float) 0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 0 (const int) 0:54 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) 0:54 Depth: direct index for structure (temp float) 0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:54 Constant: 0:54 1 (const int) 0:54 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_tTex2dmsf4' (uniform texture2DMS) 0:? 'g_tTex2dmsi4' (uniform itexture2DMS) 0:? 'g_tTex2dmsu4' (uniform utexture2DMS) 0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray) 0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray) 0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray) 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 123 Capability Shader Capability ImageGatherExtended Capability ImageMSArray 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 112 116 ExecutionMode 4 OriginUpperLeft Name 4 "main" Name 9 "g_tTex2dmsf4" 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($Global) 7 "o4" Name 17 "" Name 27 "g_tTex2dmsi4" Name 35 "g_tTex2dmsu4" Name 62 "g_tTex2dmsf4a" Name 71 "g_tTex2dmsi4a" Name 78 "g_tTex2dmsu4a" Name 101 "PS_OUTPUT" MemberName 101(PS_OUTPUT) 0 "Color" MemberName 101(PS_OUTPUT) 1 "Depth" Name 103 "psout" Name 112 "Color" Name 116 "Depth" Name 122 "g_sSamp" Decorate 9(g_tTex2dmsf4) DescriptorSet 0 MemberDecorate 15($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 27(g_tTex2dmsi4) DescriptorSet 0 Decorate 35(g_tTex2dmsu4) DescriptorSet 0 Decorate 62(g_tTex2dmsf4a) DescriptorSet 0 Decorate 71(g_tTex2dmsi4a) DescriptorSet 0 Decorate 78(g_tTex2dmsu4a) DescriptorSet 0 Decorate 112(Color) Location 0 Decorate 116(Depth) BuiltIn FragDepth Decorate 122(g_sSamp) DescriptorSet 0 Decorate 122(g_sSamp) Binding 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeImage 6(float) 2D multi-sampled sampled format:Unknown 8: TypePointer UniformConstant 7 9(g_tTex2dmsf4): 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 1 19: TypePointer Uniform 12(ivec2) 22: 11(int) Constant 3 23: TypeVector 6(float) 4 25: TypeImage 11(int) 2D multi-sampled sampled format:Unknown 26: TypePointer UniformConstant 25 27(g_tTex2dmsi4): 26(ptr) Variable UniformConstant 32: TypeInt 32 0 33: TypeImage 32(int) 2D multi-sampled sampled format:Unknown 34: TypePointer UniformConstant 33 35(g_tTex2dmsu4): 34(ptr) Variable UniformConstant 39: TypeVector 32(int) 4 44: 11(int) Constant 5 60: TypeImage 6(float) 2D array multi-sampled sampled format:Unknown 61: TypePointer UniformConstant 60 62(g_tTex2dmsf4a): 61(ptr) Variable UniformConstant 64: 11(int) Constant 2 65: TypePointer Uniform 13(ivec3) 69: TypeImage 11(int) 2D array multi-sampled sampled format:Unknown 70: TypePointer UniformConstant 69 71(g_tTex2dmsi4a): 70(ptr) Variable UniformConstant 76: TypeImage 32(int) 2D array multi-sampled sampled format:Unknown 77: TypePointer UniformConstant 76 78(g_tTex2dmsu4a): 77(ptr) Variable UniformConstant 101(PS_OUTPUT): TypeStruct 23(fvec4) 6(float) 102: TypePointer Function 101(PS_OUTPUT) 104: 11(int) Constant 0 105: 6(float) Constant 1065353216 106: 23(fvec4) ConstantComposite 105 105 105 105 107: TypePointer Function 23(fvec4) 109: TypePointer Function 6(float) 111: TypePointer Output 23(fvec4) 112(Color): 111(ptr) Variable Output 115: TypePointer Output 6(float) 116(Depth): 115(ptr) Variable Output 120: TypeSampler 121: TypePointer UniformConstant 120 122(g_sSamp): 121(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 103(psout): 102(ptr) Variable Function 10: 7 Load 9(g_tTex2dmsf4) 20: 19(ptr) AccessChain 17 18 21: 12(ivec2) Load 20 24: 23(fvec4) ImageFetch 10 21 Sample 22 28: 25 Load 27(g_tTex2dmsi4) 29: 19(ptr) AccessChain 17 18 30: 12(ivec2) Load 29 31: 14(ivec4) ImageFetch 28 30 Sample 22 36: 33 Load 35(g_tTex2dmsu4) 37: 19(ptr) AccessChain 17 18 38: 12(ivec2) Load 37 40: 39(ivec4) ImageFetch 36 38 Sample 22 41: 7 Load 9(g_tTex2dmsf4) 42: 19(ptr) AccessChain 17 18 43: 12(ivec2) Load 42 45: 19(ptr) AccessChain 17 44 46: 12(ivec2) Load 45 47: 23(fvec4) ImageFetch 41 43 Offset Sample 46 22 48: 25 Load 27(g_tTex2dmsi4) 49: 19(ptr) AccessChain 17 18 50: 12(ivec2) Load 49 51: 19(ptr) AccessChain 17 44 52: 12(ivec2) Load 51 53: 14(ivec4) ImageFetch 48 50 Offset Sample 52 22 54: 33 Load 35(g_tTex2dmsu4) 55: 19(ptr) AccessChain 17 18 56: 12(ivec2) Load 55 57: 19(ptr) AccessChain 17 44 58: 12(ivec2) Load 57 59: 39(ivec4) ImageFetch 54 56 Offset Sample 58 22 63: 60 Load 62(g_tTex2dmsf4a) 66: 65(ptr) AccessChain 17 64 67: 13(ivec3) Load 66 68: 23(fvec4) ImageFetch 63 67 Sample 22 72: 69 Load 71(g_tTex2dmsi4a) 73: 65(ptr) AccessChain 17 64 74: 13(ivec3) Load 73 75: 14(ivec4) ImageFetch 72 74 Sample 22 79: 76 Load 78(g_tTex2dmsu4a) 80: 65(ptr) AccessChain 17 64 81: 13(ivec3) Load 80 82: 39(ivec4) ImageFetch 79 81 Sample 22 83: 60 Load 62(g_tTex2dmsf4a) 84: 65(ptr) AccessChain 17 64 85: 13(ivec3) Load 84 86: 19(ptr) AccessChain 17 44 87: 12(ivec2) Load 86 88: 23(fvec4) ImageFetch 83 85 Offset Sample 87 22 89: 69 Load 71(g_tTex2dmsi4a) 90: 65(ptr) AccessChain 17 64 91: 13(ivec3) Load 90 92: 19(ptr) AccessChain 17 44 93: 12(ivec2) Load 92 94: 14(ivec4) ImageFetch 89 91 Offset Sample 93 22 95: 76 Load 78(g_tTex2dmsu4a) 96: 65(ptr) AccessChain 17 64 97: 13(ivec3) Load 96 98: 19(ptr) AccessChain 17 44 99: 12(ivec2) Load 98 100: 39(ivec4) ImageFetch 95 97 Offset Sample 99 22 108: 107(ptr) AccessChain 103(psout) 104 Store 108 106 110: 109(ptr) AccessChain 103(psout) 18 Store 110 105 113: 107(ptr) AccessChain 103(psout) 104 114: 23(fvec4) Load 113 Store 112(Color) 114 117: 109(ptr) AccessChain 103(psout) 18 118: 6(float) Load 117 Store 116(Depth) 118 Return FunctionEnd