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