231 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			231 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
hlsl.specConstant.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:6  Function Definition: @main( ( temp 4-component vector of float)
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0:6    Function Parameters: 
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0:?     Sequence
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0:8      Sequence
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0:8        move second child to first child ( temp uint)
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0:8          'i' ( temp uint)
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0:8          Constant:
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0:8            0 (const uint)
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0:8        Loop with condition tested first
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0:8          Loop Condition
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0:8          Compare Less Than ( temp bool)
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0:8            'i' ( temp uint)
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0:8            indirect index ( const uint)
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0:8              Constant:
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0:8                10 (const uint)
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0:8                20 (const uint)
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0:8                30 (const uint)
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0:8                40 (const uint)
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0:8              'index' ( specialization-constant const uint)
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0:8                2 (const uint)
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0:8          Loop Body
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0:9          move second child to first child ( temp 4-component vector of float)
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0:9            'r' ( temp 4-component vector of float)
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0:9            Construct vec4 ( temp 4-component vector of float)
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0:9              Convert uint to float ( temp float)
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0:9                'i' ( temp uint)
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0:8          Loop Terminal Expression
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0:8          Post-Increment ( temp uint)
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0:8            'i' ( temp uint)
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0:11      add second child into first child ( temp 4-component vector of float)
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0:11        'r' ( temp 4-component vector of float)
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0:11        Convert uint to float ( temp float)
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0:11          add ( specialization-constant const uint)
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0:11            'index' ( specialization-constant const uint)
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0:11              2 (const uint)
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0:11            'index' ( specialization-constant const uint)
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0:11              2 (const uint)
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0:12      add second child into first child ( temp 4-component vector of float)
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0:12        'r' ( temp 4-component vector of float)
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0:12        Convert uint to float ( temp float)
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0:12          component-wise multiply ( specialization-constant const uint)
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0:12            Constant:
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0:12              2 (const uint)
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0:12            'index' ( specialization-constant const uint)
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0:12              2 (const uint)
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0:14      Branch: Return with expression
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0:14        'r' ( temp 4-component vector of float)
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0:6  Function Definition: main( ( temp void)
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0:6    Function Parameters: 
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0:?     Sequence
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0:6      move second child to first child ( temp 4-component vector of float)
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0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:6        Function Call: @main( ( temp 4-component vector of float)
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0:?   Linker Objects
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0:?     'index' ( specialization-constant const uint)
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0:?       2 (const uint)
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0:?     'array' ( const 4-element array of uint)
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0:?       10 (const uint)
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0:?       20 (const uint)
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0:?       30 (const uint)
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0:?       40 (const uint)
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0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:6  Function Definition: @main( ( temp 4-component vector of float)
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0:6    Function Parameters: 
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0:?     Sequence
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0:8      Sequence
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0:8        move second child to first child ( temp uint)
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0:8          'i' ( temp uint)
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0:8          Constant:
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0:8            0 (const uint)
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0:8        Loop with condition tested first
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0:8          Loop Condition
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0:8          Compare Less Than ( temp bool)
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0:8            'i' ( temp uint)
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0:8            indirect index ( const uint)
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0:8              Constant:
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0:8                10 (const uint)
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0:8                20 (const uint)
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0:8                30 (const uint)
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0:8                40 (const uint)
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0:8              'index' ( specialization-constant const uint)
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0:8                2 (const uint)
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0:8          Loop Body
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0:9          move second child to first child ( temp 4-component vector of float)
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0:9            'r' ( temp 4-component vector of float)
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0:9            Construct vec4 ( temp 4-component vector of float)
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0:9              Convert uint to float ( temp float)
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0:9                'i' ( temp uint)
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0:8          Loop Terminal Expression
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0:8          Post-Increment ( temp uint)
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0:8            'i' ( temp uint)
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0:11      add second child into first child ( temp 4-component vector of float)
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0:11        'r' ( temp 4-component vector of float)
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0:11        Convert uint to float ( temp float)
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0:11          add ( specialization-constant const uint)
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0:11            'index' ( specialization-constant const uint)
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0:11              2 (const uint)
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0:11            'index' ( specialization-constant const uint)
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0:11              2 (const uint)
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0:12      add second child into first child ( temp 4-component vector of float)
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0:12        'r' ( temp 4-component vector of float)
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0:12        Convert uint to float ( temp float)
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0:12          component-wise multiply ( specialization-constant const uint)
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0:12            Constant:
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0:12              2 (const uint)
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0:12            'index' ( specialization-constant const uint)
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0:12              2 (const uint)
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0:14      Branch: Return with expression
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0:14        'r' ( temp 4-component vector of float)
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0:6  Function Definition: main( ( temp void)
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0:6    Function Parameters: 
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0:?     Sequence
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0:6      move second child to first child ( temp 4-component vector of float)
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0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:6        Function Call: @main( ( temp 4-component vector of float)
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0:?   Linker Objects
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0:?     'index' ( specialization-constant const uint)
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0:?       2 (const uint)
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0:?     'array' ( const 4-element array of uint)
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0:?       10 (const uint)
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0:?       20 (const uint)
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0:?       30 (const uint)
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0:?       40 (const uint)
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0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000b
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// Id's are bound by 61
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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  "main" 59
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                              ExecutionMode 4 OriginUpperLeft
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                              Source HLSL 500
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                              Name 4  "main"
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                              Name 9  "@main("
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                              Name 13  "i"
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                              Name 28  "index"
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                              Name 30  "indexable"
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                              Name 36  "r"
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                              Name 59  "@entryPointOutput"
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                              Decorate 28(index) SpecId 0
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                              Decorate 59(@entryPointOutput) Location 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:             TypeFunction 7(fvec4)
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              11:             TypeInt 32 0
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              12:             TypePointer Function 11(int)
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              14:     11(int) Constant 0
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              21:     11(int) Constant 4
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              22:             TypeArray 11(int) 21
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              23:     11(int) Constant 10
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              24:     11(int) Constant 20
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              25:     11(int) Constant 30
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              26:     11(int) Constant 40
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              27:          22 ConstantComposite 23 24 25 26
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       28(index):     11(int) SpecConstant 2
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              29:             TypePointer Function 22
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              33:             TypeBool
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              35:             TypePointer Function 7(fvec4)
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              41:             TypeInt 32 1
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              42:     41(int) Constant 1
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              44:     11(int) SpecConstantOp 128 28(index) 28(index)
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              49:     11(int) Constant 2
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              50:     11(int) SpecConstantOp 132 49 28(index)
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              58:             TypePointer Output 7(fvec4)
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59(@entryPointOutput):     58(ptr) Variable Output
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         4(main):           2 Function None 3
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               5:             Label
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              60:    7(fvec4) FunctionCall 9(@main()
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                              Store 59(@entryPointOutput) 60
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                              Return
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                              FunctionEnd
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       9(@main():    7(fvec4) Function None 8
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              10:             Label
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           13(i):     12(ptr) Variable Function
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   30(indexable):     29(ptr) Variable Function
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           36(r):     35(ptr) Variable Function
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                              Store 13(i) 14
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                              Branch 15
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              15:             Label
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                              LoopMerge 17 18 None
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                              Branch 19
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              19:             Label
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              20:     11(int) Load 13(i)
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                              Store 30(indexable) 27
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              31:     12(ptr) AccessChain 30(indexable) 28(index)
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              32:     11(int) Load 31
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              34:    33(bool) ULessThan 20 32
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                              BranchConditional 34 16 17
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              16:               Label
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              37:     11(int)   Load 13(i)
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              38:    6(float)   ConvertUToF 37
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              39:    7(fvec4)   CompositeConstruct 38 38 38 38
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                                Store 36(r) 39
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                                Branch 18
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              18:               Label
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              40:     11(int)   Load 13(i)
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              43:     11(int)   IAdd 40 42
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                                Store 13(i) 43
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                                Branch 15
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              17:             Label
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              45:    6(float) ConvertUToF 44
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              46:    7(fvec4) Load 36(r)
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              47:    7(fvec4) CompositeConstruct 45 45 45 45
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              48:    7(fvec4) FAdd 46 47
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                              Store 36(r) 48
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              51:    6(float) ConvertUToF 50
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              52:    7(fvec4) Load 36(r)
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              53:    7(fvec4) CompositeConstruct 51 51 51 51
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              54:    7(fvec4) FAdd 52 53
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                              Store 36(r) 54
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              55:    7(fvec4) Load 36(r)
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                              ReturnValue 55
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                              FunctionEnd
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