176 lines
12 KiB
Plaintext
Executable File
176 lines
12 KiB
Plaintext
Executable File
hlsl.buffer.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:26 Function Parameters:
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0:26 'input' (layout(location=0 ) in 4-component vector of float)
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0:? Sequence
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0:27 Sequence
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0:27 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:27 add (temp 4-component vector of float)
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0:27 add (temp 4-component vector of float)
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0:27 add (temp 4-component vector of float)
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0:27 add (temp 4-component vector of float)
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0:27 'input' (layout(location=0 ) in 4-component vector of float)
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0:27 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float)
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0:27 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1})
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0:27 Constant:
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0:27 0 (const uint)
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0:27 v2: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float)
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0:27 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2})
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0:27 Constant:
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0:27 0 (const uint)
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0:27 v3: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float)
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0:27 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 offset=20 ) uniform int i3})
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0:27 Constant:
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0:27 0 (const uint)
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0:27 v4: direct index for structure (layout(column_major std430 offset=16 ) buffer 4-component vector of float)
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0:27 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=16 ) buffer 4-component vector of float v4, layout(column_major std430 offset=48 ) buffer int i4, layout(column_major std430 offset=60 ) buffer float f1, layout(column_major std430 offset=64 ) buffer float f3, layout(column_major std430 offset=68 ) buffer float f4, layout(column_major std430 offset=72 ) buffer float f5, layout(column_major std430 ) buffer float f6, layout(column_major std430 ) buffer float f7})
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0:27 Constant:
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0:27 0 (const uint)
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0:27 Branch: Return
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0:? Linker Objects
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0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1})
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0:? 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2})
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0:? 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 offset=20 ) uniform int i3})
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0:? 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=16 ) buffer 4-component vector of float v4, layout(column_major std430 offset=48 ) buffer int i4, layout(column_major std430 offset=60 ) buffer float f1, layout(column_major std430 offset=64 ) buffer float f3, layout(column_major std430 offset=68 ) buffer float f4, layout(column_major std430 offset=72 ) buffer float f5, layout(column_major std430 ) buffer float f6, layout(column_major std430 ) buffer float f7})
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:29 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:26 Function Parameters:
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0:26 'input' (layout(location=0 ) in 4-component vector of float)
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0:? Sequence
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0:27 Sequence
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0:27 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:27 add (temp 4-component vector of float)
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0:27 add (temp 4-component vector of float)
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0:27 add (temp 4-component vector of float)
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0:27 add (temp 4-component vector of float)
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0:27 'input' (layout(location=0 ) in 4-component vector of float)
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0:27 v1: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float)
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0:27 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1})
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0:27 Constant:
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0:27 0 (const uint)
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0:27 v2: direct index for structure (layout(column_major std430 ) buffer 4-component vector of float)
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0:27 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2})
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0:27 Constant:
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0:27 0 (const uint)
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0:27 v3: direct index for structure (layout(column_major std140 ) uniform 4-component vector of float)
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0:27 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 offset=20 ) uniform int i3})
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0:27 Constant:
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0:27 0 (const uint)
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0:27 v4: direct index for structure (layout(column_major std430 offset=16 ) buffer 4-component vector of float)
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0:27 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=16 ) buffer 4-component vector of float v4, layout(column_major std430 offset=48 ) buffer int i4, layout(column_major std430 offset=60 ) buffer float f1, layout(column_major std430 offset=64 ) buffer float f3, layout(column_major std430 offset=68 ) buffer float f4, layout(column_major std430 offset=72 ) buffer float f5, layout(column_major std430 ) buffer float f6, layout(column_major std430 ) buffer float f7})
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0:27 Constant:
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0:27 0 (const uint)
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0:27 Branch: Return
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0:? Linker Objects
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0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v1})
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0:? 'anon@1' (layout(column_major std430 ) buffer block{layout(column_major std430 ) buffer 4-component vector of float v2})
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0:? 'anon@2' (layout(column_major std140 ) uniform block{layout(column_major std140 ) uniform 4-component vector of float v3, layout(column_major std140 offset=20 ) uniform int i3})
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0:? 'anon@3' (layout(column_major std430 ) buffer block{layout(column_major std430 offset=16 ) buffer 4-component vector of float v4, layout(column_major std430 offset=48 ) buffer int i4, layout(column_major std430 offset=60 ) buffer float f1, layout(column_major std430 offset=64 ) buffer float f3, layout(column_major std430 offset=68 ) buffer float f4, layout(column_major std430 offset=72 ) buffer float f5, layout(column_major std430 ) buffer float f6, layout(column_major std430 ) buffer float f7})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 41
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "PixelShaderFunction" 9 11
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ExecutionMode 4 OriginUpperLeft
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Name 4 "PixelShaderFunction"
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Name 9 "@entryPointOutput"
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Name 11 "input"
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Name 13 ""
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MemberName 13 0 "v1"
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Name 15 ""
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Name 22 ""
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MemberName 22 0 "v2"
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Name 24 ""
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Name 28 ""
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MemberName 28 0 "v3"
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MemberName 28 1 "i3"
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Name 30 ""
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Name 34 ""
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MemberName 34 0 "v4"
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MemberName 34 1 "i4"
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MemberName 34 2 "f1"
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MemberName 34 3 "f3"
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MemberName 34 4 "f4"
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MemberName 34 5 "f5"
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MemberName 34 6 "f6"
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MemberName 34 7 "f7"
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Name 36 ""
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Decorate 11(input) Location 0
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MemberDecorate 13 0 Offset 0
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Decorate 13 Block
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Decorate 15 DescriptorSet 0
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MemberDecorate 22 0 Offset 0
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Decorate 22 BufferBlock
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Decorate 24 DescriptorSet 0
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MemberDecorate 28 0 Offset 0
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MemberDecorate 28 1 Offset 20
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Decorate 28 Block
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Decorate 30 DescriptorSet 0
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MemberDecorate 34 0 Offset 16
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MemberDecorate 34 1 Offset 48
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MemberDecorate 34 2 Offset 60
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MemberDecorate 34 3 Offset 64
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MemberDecorate 34 4 Offset 68
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MemberDecorate 34 5 Offset 72
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MemberDecorate 34 6 Offset 76
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MemberDecorate 34 7 Offset 80
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Decorate 34 BufferBlock
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Decorate 36 DescriptorSet 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Output 7(fvec4)
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9(@entryPointOutput): 8(ptr) Variable Output
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10: TypePointer Input 7(fvec4)
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11(input): 10(ptr) Variable Input
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13: TypeStruct 7(fvec4)
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14: TypePointer Uniform 13(struct)
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15: 14(ptr) Variable Uniform
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16: TypeInt 32 1
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17: 16(int) Constant 0
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18: TypePointer Uniform 7(fvec4)
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22: TypeStruct 7(fvec4)
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23: TypePointer Uniform 22(struct)
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24: 23(ptr) Variable Uniform
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28: TypeStruct 7(fvec4) 16(int)
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29: TypePointer Uniform 28(struct)
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30: 29(ptr) Variable Uniform
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34: TypeStruct 7(fvec4) 16(int) 6(float) 6(float) 6(float) 6(float) 6(float) 6(float)
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35: TypePointer Uniform 34(struct)
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36: 35(ptr) Variable Uniform
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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12: 7(fvec4) Load 11(input)
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19: 18(ptr) AccessChain 15 17
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20: 7(fvec4) Load 19
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21: 7(fvec4) FAdd 12 20
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25: 18(ptr) AccessChain 24 17
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26: 7(fvec4) Load 25
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27: 7(fvec4) FAdd 21 26
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31: 18(ptr) AccessChain 30 17
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32: 7(fvec4) Load 31
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33: 7(fvec4) FAdd 27 32
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37: 18(ptr) AccessChain 36 17
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38: 7(fvec4) Load 37
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39: 7(fvec4) FAdd 33 38
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Store 9(@entryPointOutput) 39
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Return
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FunctionEnd
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