hlsl.load.rwtexture.array.dx10.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence 0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Function Parameters: 0:? Sequence 0:44 imageLoad (temp 4-component vector of float) 0:44 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) 0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint) 0:45 imageLoad (temp 4-component vector of int) 0:45 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) 0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:45 '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}) 0:45 Constant: 0:45 1 (const uint) 0:46 imageLoad (temp 4-component vector of uint) 0:46 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) 0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:46 '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}) 0:46 Constant: 0:46 1 (const uint) 0:49 imageLoad (temp 4-component vector of float) 0:49 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) 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) 0:50 imageLoad (temp 4-component vector of int) 0:50 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) 0:50 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:50 '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}) 0:50 Constant: 0:50 2 (const uint) 0:51 imageLoad (temp 4-component vector of uint) 0:51 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) 0:51 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:51 '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}) 0:51 Constant: 0:51 2 (const uint) 0:53 move second child to first child (temp 4-component vector of float) 0:53 Color: direct index for structure (temp 4-component vector of float) 0:53 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1.000000 0:53 1.000000 0:53 1.000000 0:53 1.000000 0:54 move second child to first child (temp float) 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 Constant: 0:54 1.000000 0:56 Sequence 0:56 Sequence 0:56 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:56 Color: direct index for structure (temp 4-component vector of float) 0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) 0:56 Depth: direct index for structure (temp float) 0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 1 (const int) 0:56 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 rgba32f ) uniform image1D) 0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) 0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) 0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D) 0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) 0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) 0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D) 0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) 0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) 0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) 0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) 0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) 0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) 0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) 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 0:40 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:40 Function Parameters: 0:? Sequence 0:44 imageLoad (temp 4-component vector of float) 0:44 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) 0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint) 0:45 imageLoad (temp 4-component vector of int) 0:45 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) 0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:45 '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}) 0:45 Constant: 0:45 1 (const uint) 0:46 imageLoad (temp 4-component vector of uint) 0:46 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) 0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int) 0:46 '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}) 0:46 Constant: 0:46 1 (const uint) 0:49 imageLoad (temp 4-component vector of float) 0:49 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) 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) 0:50 imageLoad (temp 4-component vector of int) 0:50 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) 0:50 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:50 '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}) 0:50 Constant: 0:50 2 (const uint) 0:51 imageLoad (temp 4-component vector of uint) 0:51 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) 0:51 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int) 0:51 '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}) 0:51 Constant: 0:51 2 (const uint) 0:53 move second child to first child (temp 4-component vector of float) 0:53 Color: direct index for structure (temp 4-component vector of float) 0:53 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:53 Constant: 0:53 0 (const int) 0:53 Constant: 0:53 1.000000 0:53 1.000000 0:53 1.000000 0:53 1.000000 0:54 move second child to first child (temp float) 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 Constant: 0:54 1.000000 0:56 Sequence 0:56 Sequence 0:56 move second child to first child (temp 4-component vector of float) 0:? 'Color' (layout(location=0 ) out 4-component vector of float) 0:56 Color: direct index for structure (temp 4-component vector of float) 0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 0 (const int) 0:56 move second child to first child (temp float) 0:? 'Depth' (out float FragDepth) 0:56 Depth: direct index for structure (temp float) 0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth}) 0:56 Constant: 0:56 1 (const int) 0:56 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 rgba32f ) uniform image1D) 0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D) 0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D) 0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D) 0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D) 0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D) 0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D) 0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D) 0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D) 0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray) 0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray) 0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray) 0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray) 0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray) 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 112 Capability Shader Capability Sampled1D 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 74 78 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($Global) 7 "o4" Name 17 "" Name 26 "g_tTex1di4a" Name 34 "g_tTex1du4a" Name 42 "g_tTex2df4a" Name 51 "g_tTex2di4a" Name 58 "g_tTex2du4a" Name 63 "PS_OUTPUT" MemberName 63(PS_OUTPUT) 0 "Color" MemberName 63(PS_OUTPUT) 1 "Depth" Name 65 "psout" Name 74 "Color" Name 78 "Depth" Name 84 "g_sSamp" Name 87 "g_tTex1df4" Name 90 "g_tTex1di4" Name 93 "g_tTex1du4" Name 96 "g_tTex2df4" Name 99 "g_tTex2di4" Name 102 "g_tTex2du4" Name 105 "g_tTex3df4" Name 108 "g_tTex3di4" Name 111 "g_tTex3du4" Decorate 9(g_tTex1df4a) DescriptorSet 0 MemberDecorate 15($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 26(g_tTex1di4a) DescriptorSet 0 Decorate 34(g_tTex1du4a) DescriptorSet 0 Decorate 42(g_tTex2df4a) DescriptorSet 0 Decorate 51(g_tTex2di4a) DescriptorSet 0 Decorate 58(g_tTex2du4a) DescriptorSet 0 Decorate 74(Color) Location 0 Decorate 78(Depth) BuiltIn FragDepth Decorate 84(g_sSamp) DescriptorSet 0 Decorate 84(g_sSamp) Binding 0 Decorate 87(g_tTex1df4) DescriptorSet 0 Decorate 87(g_tTex1df4) Binding 0 Decorate 90(g_tTex1di4) DescriptorSet 0 Decorate 93(g_tTex1du4) DescriptorSet 0 Decorate 96(g_tTex2df4) DescriptorSet 0 Decorate 99(g_tTex2di4) DescriptorSet 0 Decorate 102(g_tTex2du4) DescriptorSet 0 Decorate 105(g_tTex3df4) DescriptorSet 0 Decorate 108(g_tTex3di4) DescriptorSet 0 Decorate 111(g_tTex3du4) DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeImage 6(float) 1D array nonsampled format:Rgba32f 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 1 19: TypePointer Uniform 12(ivec2) 22: TypeVector 6(float) 4 24: TypeImage 11(int) 1D array nonsampled format:Rgba32i 25: TypePointer UniformConstant 24 26(g_tTex1di4a): 25(ptr) Variable UniformConstant 31: TypeInt 32 0 32: TypeImage 31(int) 1D array nonsampled format:Rgba32ui 33: TypePointer UniformConstant 32 34(g_tTex1du4a): 33(ptr) Variable UniformConstant 38: TypeVector 31(int) 4 40: TypeImage 6(float) 2D array nonsampled format:Rgba32f 41: TypePointer UniformConstant 40 42(g_tTex2df4a): 41(ptr) Variable UniformConstant 44: 11(int) Constant 2 45: TypePointer Uniform 13(ivec3) 49: TypeImage 11(int) 2D array nonsampled format:Rgba32i 50: TypePointer UniformConstant 49 51(g_tTex2di4a): 50(ptr) Variable UniformConstant 56: TypeImage 31(int) 2D array nonsampled format:Rgba32ui 57: TypePointer UniformConstant 56 58(g_tTex2du4a): 57(ptr) Variable UniformConstant 63(PS_OUTPUT): TypeStruct 22(fvec4) 6(float) 64: TypePointer Function 63(PS_OUTPUT) 66: 11(int) Constant 0 67: 6(float) Constant 1065353216 68: 22(fvec4) ConstantComposite 67 67 67 67 69: TypePointer Function 22(fvec4) 71: TypePointer Function 6(float) 73: TypePointer Output 22(fvec4) 74(Color): 73(ptr) Variable Output 77: TypePointer Output 6(float) 78(Depth): 77(ptr) Variable Output 82: TypeSampler 83: TypePointer UniformConstant 82 84(g_sSamp): 83(ptr) Variable UniformConstant 85: TypeImage 6(float) 1D nonsampled format:Rgba32f 86: TypePointer UniformConstant 85 87(g_tTex1df4): 86(ptr) Variable UniformConstant 88: TypeImage 11(int) 1D nonsampled format:Rgba32i 89: TypePointer UniformConstant 88 90(g_tTex1di4): 89(ptr) Variable UniformConstant 91: TypeImage 31(int) 1D nonsampled format:Rgba32ui 92: TypePointer UniformConstant 91 93(g_tTex1du4): 92(ptr) Variable UniformConstant 94: TypeImage 6(float) 2D nonsampled format:Rgba32f 95: TypePointer UniformConstant 94 96(g_tTex2df4): 95(ptr) Variable UniformConstant 97: TypeImage 11(int) 2D nonsampled format:Rgba32i 98: TypePointer UniformConstant 97 99(g_tTex2di4): 98(ptr) Variable UniformConstant 100: TypeImage 31(int) 2D nonsampled format:Rgba32ui 101: TypePointer UniformConstant 100 102(g_tTex2du4): 101(ptr) Variable UniformConstant 103: TypeImage 6(float) 3D nonsampled format:Rgba32f 104: TypePointer UniformConstant 103 105(g_tTex3df4): 104(ptr) Variable UniformConstant 106: TypeImage 11(int) 3D nonsampled format:Rgba32i 107: TypePointer UniformConstant 106 108(g_tTex3di4): 107(ptr) Variable UniformConstant 109: TypeImage 31(int) 3D nonsampled format:Rgba32ui 110: TypePointer UniformConstant 109 111(g_tTex3du4): 110(ptr) Variable UniformConstant 4(main): 2 Function None 3 5: Label 65(psout): 64(ptr) Variable Function 10: 7 Load 9(g_tTex1df4a) 20: 19(ptr) AccessChain 17 18 21: 12(ivec2) Load 20 23: 22(fvec4) ImageRead 10 21 27: 24 Load 26(g_tTex1di4a) 28: 19(ptr) AccessChain 17 18 29: 12(ivec2) Load 28 30: 14(ivec4) ImageRead 27 29 35: 32 Load 34(g_tTex1du4a) 36: 19(ptr) AccessChain 17 18 37: 12(ivec2) Load 36 39: 38(ivec4) ImageRead 35 37 43: 40 Load 42(g_tTex2df4a) 46: 45(ptr) AccessChain 17 44 47: 13(ivec3) Load 46 48: 22(fvec4) ImageRead 43 47 52: 49 Load 51(g_tTex2di4a) 53: 45(ptr) AccessChain 17 44 54: 13(ivec3) Load 53 55: 14(ivec4) ImageRead 52 54 59: 56 Load 58(g_tTex2du4a) 60: 45(ptr) AccessChain 17 44 61: 13(ivec3) Load 60 62: 38(ivec4) ImageRead 59 61 70: 69(ptr) AccessChain 65(psout) 66 Store 70 68 72: 71(ptr) AccessChain 65(psout) 18 Store 72 67 75: 69(ptr) AccessChain 65(psout) 66 76: 22(fvec4) Load 75 Store 74(Color) 76 79: 71(ptr) AccessChain 65(psout) 18 80: 6(float) Load 79 Store 78(Depth) 80 Return FunctionEnd