
Add missing callgraph clean for bindless status flag. Add test cases. Add support to check special extensions not be available for Vulkan when using GLSL.
206 lines
12 KiB
Plaintext
206 lines
12 KiB
Plaintext
GL_ARB_bindless_texture.frag
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Shader version: 460
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Requested GL_ARB_bindless_texture
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0:? Sequence
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0:38 Function Definition: main( ( global void)
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0:38 Function Parameters:
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0:40 Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 'color0' ( out 4-component vector of float)
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0:40 texture ( global 4-component vector of float)
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0:40 's0' ( uniform sampler2D)
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0:40 'coord' ( uniform 2-component vector of float)
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0:41 move second child to first child ( temp 4-component vector of float)
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0:41 'color1' ( out 4-component vector of float)
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0:41 texture ( global 4-component vector of float)
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0:41 's1' ( smooth in sampler2D)
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0:41 'coord' ( uniform 2-component vector of float)
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0:42 move second child to first child ( temp 4-component vector of float)
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0:42 'color2' ( out 4-component vector of float)
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0:42 texture ( global 4-component vector of float)
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0:42 packUint2x32 ( temp sampler2D)
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0:42 's2' ( uniform 2-component vector of uint)
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0:42 'coord' ( uniform 2-component vector of float)
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0:43 move second child to first child ( temp 4-component vector of float)
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0:43 'color3' ( out 4-component vector of float)
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0:43 texture ( global 4-component vector of float)
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0:43 packUint2x32 ( temp sampler2D)
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0:43 's3' ( uniform 2-component vector of int)
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0:43 'coord' ( uniform 2-component vector of float)
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0:44 move second child to first child ( temp 4-component vector of float)
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0:44 'color4' ( out 4-component vector of float)
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0:44 texture ( global 4-component vector of float)
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0:44 indirect index ( smooth temp sampler2D)
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0:44 indirect index ( smooth temp 3-element array of sampler2D)
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0:44 's4' ( smooth in 2-element array of 3-element array of sampler2D)
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0:44 'index' ( uniform int)
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0:44 'index' ( uniform int)
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0:44 'coord' ( uniform 2-component vector of float)
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0:45 move second child to first child ( temp 4-component vector of float)
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0:45 'color5' ( out 4-component vector of float)
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0:45 texture ( global 4-component vector of float)
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0:45 s5: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform sampler2D)
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0:45 indirect index (layout( column_major shared) temp block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:45 'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:45 'index' ( uniform int)
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0:45 Constant:
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0:45 0 (const int)
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0:45 'coord' ( uniform 2-component vector of float)
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0:46 move second child to first child ( temp 4-component vector of float)
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0:46 'color6' ( out 4-component vector of float)
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0:46 textureFetch ( global 4-component vector of float)
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0:46 's6' ( smooth in samplerBuffer)
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0:46 'icoord' ( uniform int)
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0:47 move second child to first child ( temp 4-component vector of float)
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0:47 'color7' ( out 4-component vector of float)
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0:47 textureFetch ( global 4-component vector of float)
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0:47 s7: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform samplerBuffer)
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0:47 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
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0:47 Constant:
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0:47 0 (const uint)
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0:47 'icoord' ( uniform int)
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0:48 move second child to first child ( temp 4-component vector of float)
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0:48 'color8' ( out 4-component vector of float)
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0:48 textureFetch ( global 4-component vector of float)
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0:48 s8: direct index for structure (layout( column_major shared layoutBindlessSampler) buffer samplerBuffer)
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0:48 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
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0:48 Constant:
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0:48 0 (const uint)
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0:48 'icoord' ( uniform int)
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0:49 move second child to first child ( temp 4-component vector of float)
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0:49 'color9' ( out 4-component vector of float)
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0:49 imageLoad ( global 4-component vector of float)
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0:49 'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
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0:49 Constant:
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0:49 0 (const int)
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0:49 0 (const int)
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0:? Linker Objects
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0:? 's0' ( uniform sampler2D)
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0:? 's1' ( smooth in sampler2D)
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0:? 's2' ( uniform 2-component vector of uint)
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0:? 's3' ( uniform 2-component vector of int)
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0:? 'index' ( uniform int)
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0:? 's4' ( smooth in 2-element array of 3-element array of sampler2D)
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0:? 'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:? 's6' ( smooth in samplerBuffer)
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0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
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0:? 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
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0:? 'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
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0:? 'coord' ( uniform 2-component vector of float)
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0:? 'icoord' ( uniform int)
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0:? 'color0' ( out 4-component vector of float)
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0:? 'color1' ( out 4-component vector of float)
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0:? 'color2' ( out 4-component vector of float)
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0:? 'color3' ( out 4-component vector of float)
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0:? 'color4' ( out 4-component vector of float)
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0:? 'color5' ( out 4-component vector of float)
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0:? 'color6' ( out 4-component vector of float)
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0:? 'color7' ( out 4-component vector of float)
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0:? 'color8' ( out 4-component vector of float)
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0:? 'color9' ( out 4-component vector of float)
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Linked fragment stage:
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Shader version: 460
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Requested GL_ARB_bindless_texture
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0:? Sequence
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0:38 Function Definition: main( ( global void)
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0:38 Function Parameters:
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0:40 Sequence
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 'color0' ( out 4-component vector of float)
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0:40 texture ( global 4-component vector of float)
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0:40 's0' ( uniform sampler2D)
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0:40 'coord' ( uniform 2-component vector of float)
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0:41 move second child to first child ( temp 4-component vector of float)
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0:41 'color1' ( out 4-component vector of float)
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0:41 texture ( global 4-component vector of float)
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0:41 's1' ( smooth in sampler2D)
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0:41 'coord' ( uniform 2-component vector of float)
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0:42 move second child to first child ( temp 4-component vector of float)
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0:42 'color2' ( out 4-component vector of float)
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0:42 texture ( global 4-component vector of float)
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0:42 packUint2x32 ( temp sampler2D)
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0:42 's2' ( uniform 2-component vector of uint)
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0:42 'coord' ( uniform 2-component vector of float)
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0:43 move second child to first child ( temp 4-component vector of float)
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0:43 'color3' ( out 4-component vector of float)
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0:43 texture ( global 4-component vector of float)
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0:43 packUint2x32 ( temp sampler2D)
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0:43 's3' ( uniform 2-component vector of int)
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0:43 'coord' ( uniform 2-component vector of float)
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0:44 move second child to first child ( temp 4-component vector of float)
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0:44 'color4' ( out 4-component vector of float)
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0:44 texture ( global 4-component vector of float)
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0:44 indirect index ( smooth temp sampler2D)
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0:44 indirect index ( smooth temp 3-element array of sampler2D)
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0:44 's4' ( smooth in 2-element array of 3-element array of sampler2D)
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0:44 'index' ( uniform int)
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0:44 'index' ( uniform int)
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0:44 'coord' ( uniform 2-component vector of float)
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0:45 move second child to first child ( temp 4-component vector of float)
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0:45 'color5' ( out 4-component vector of float)
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0:45 texture ( global 4-component vector of float)
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0:45 s5: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform sampler2D)
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0:45 indirect index (layout( column_major shared) temp block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:45 'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:45 'index' ( uniform int)
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0:45 Constant:
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0:45 0 (const int)
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0:45 'coord' ( uniform 2-component vector of float)
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0:46 move second child to first child ( temp 4-component vector of float)
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0:46 'color6' ( out 4-component vector of float)
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0:46 textureFetch ( global 4-component vector of float)
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0:46 's6' ( smooth in samplerBuffer)
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0:46 'icoord' ( uniform int)
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0:47 move second child to first child ( temp 4-component vector of float)
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0:47 'color7' ( out 4-component vector of float)
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0:47 textureFetch ( global 4-component vector of float)
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0:47 s7: direct index for structure (layout( column_major shared layoutBindlessSampler) uniform samplerBuffer)
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0:47 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
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0:47 Constant:
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0:47 0 (const uint)
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0:47 'icoord' ( uniform int)
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0:48 move second child to first child ( temp 4-component vector of float)
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0:48 'color8' ( out 4-component vector of float)
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0:48 textureFetch ( global 4-component vector of float)
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0:48 s8: direct index for structure (layout( column_major shared layoutBindlessSampler) buffer samplerBuffer)
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0:48 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
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0:48 Constant:
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0:48 0 (const uint)
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0:48 'icoord' ( uniform int)
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0:49 move second child to first child ( temp 4-component vector of float)
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0:49 'color9' ( out 4-component vector of float)
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0:49 imageLoad ( global 4-component vector of float)
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0:49 'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
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0:49 Constant:
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0:49 0 (const int)
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0:49 0 (const int)
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0:? Linker Objects
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0:? 's0' ( uniform sampler2D)
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0:? 's1' ( smooth in sampler2D)
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0:? 's2' ( uniform 2-component vector of uint)
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0:? 's3' ( uniform 2-component vector of int)
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0:? 'index' ( uniform int)
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0:? 's4' ( smooth in 2-element array of 3-element array of sampler2D)
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0:? 'bbs5' (layout( column_major shared) uniform 2-element array of block{layout( column_major shared layoutBindlessSampler) uniform sampler2D s5})
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0:? 's6' ( smooth in samplerBuffer)
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0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared layoutBindlessSampler) uniform samplerBuffer s7})
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0:? 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared layoutBindlessSampler) buffer samplerBuffer s8})
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0:? 'i9' (layout( rgba8 layoutBindlessImage) smooth in image2D)
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0:? 'coord' ( uniform 2-component vector of float)
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0:? 'icoord' ( uniform int)
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0:? 'color0' ( out 4-component vector of float)
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0:? 'color1' ( out 4-component vector of float)
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0:? 'color2' ( out 4-component vector of float)
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0:? 'color3' ( out 4-component vector of float)
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0:? 'color4' ( out 4-component vector of float)
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0:? 'color5' ( out 4-component vector of float)
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0:? 'color6' ( out 4-component vector of float)
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0:? 'color7' ( out 4-component vector of float)
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0:? 'color8' ( out 4-component vector of float)
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0:? 'color9' ( out 4-component vector of float)
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