glslang/Test/baseResults/hlsl.load.basic.dx10.frag.out
John Kessenich d3f1122a44 Whole stack: Fix stale types in the AST linker object nodes, fixing #557.
Rationalizes the entire tracking of the linker object nodes, effecting
GLSL, HLSL, and SPIR-V, to allow tracked objects to be fully edited before
their type snapshot for linker objects.

Should only effect things when the rest of the AST contained no reference to
the symbol, because normal AST nodes were not stale. Also will only effect such
objects when their types were edited.
2016-11-05 10:22:33 -06:00

739 lines
50 KiB
Plaintext

hlsl.load.basic.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 textureFetch (temp 4-component vector of float)
0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:52 vector swizzle (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:52 Constant:
0:52 1 (const int)
0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4' (uniform itexture1D)
0:53 vector swizzle (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:53 Constant:
0:53 1 (const int)
0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4' (uniform utexture1D)
0:54 vector swizzle (temp int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 direct index (temp int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:54 Constant:
0:54 1 (const int)
0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4' (uniform texture2D)
0:57 vector swizzle (temp 2-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 direct index (temp int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4' (uniform itexture2D)
0:58 vector swizzle (temp 2-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 direct index (temp int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4' (uniform utexture2D)
0:59 vector swizzle (temp 2-component vector of int)
0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
0:59 Constant:
0:59 1 (const int)
0:59 direct index (temp int)
0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:59 Constant:
0:59 2 (const int)
0:62 textureFetch (temp 4-component vector of float)
0:62 'g_tTex3df4' (uniform texture3D)
0:62 vector swizzle (temp 3-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
0:62 Constant:
0:62 1 (const int)
0:62 Constant:
0:62 2 (const int)
0:62 direct index (temp int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:63 textureFetch (temp 4-component vector of int)
0:63 'g_tTex3di4' (uniform itexture3D)
0:63 vector swizzle (temp 3-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
0:63 Constant:
0:63 1 (const int)
0:63 Constant:
0:63 2 (const int)
0:63 direct index (temp int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:64 textureFetch (temp 4-component vector of uint)
0:64 'g_tTex3du4' (uniform utexture3D)
0:64 vector swizzle (temp 3-component vector of int)
0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
0:64 Constant:
0:64 0 (const int)
0:64 Constant:
0:64 1 (const int)
0:64 Constant:
0:64 2 (const int)
0:64 direct index (temp int)
0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
0:64 3 (const int)
0:72 move second child to first child (temp 4-component vector of float)
0:72 Color: direct index for structure (temp 4-component vector of float)
0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:72 Constant:
0:72 0 (const int)
0:72 Constant:
0:72 1.000000
0:72 1.000000
0:72 1.000000
0:72 1.000000
0:73 move second child to first child (temp float)
0:73 Depth: direct index for structure (temp float)
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:73 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 1.000000
0:75 Sequence
0:75 Sequence
0:75 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:75 Color: direct index for structure (temp 4-component vector of float)
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:75 Constant:
0:75 0 (const int)
0:75 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:75 Depth: direct index for structure (temp float)
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:75 Constant:
0:75 1 (const int)
0:75 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 textureFetch (temp 4-component vector of float)
0:52 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:52 vector swizzle (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:52 Sequence
0:52 Constant:
0:52 0 (const int)
0:52 direct index (temp int)
0:52 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:52 Constant:
0:52 1 (const int)
0:53 textureFetch (temp 4-component vector of int)
0:53 'g_tTex1di4' (uniform itexture1D)
0:53 vector swizzle (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:53 Sequence
0:53 Constant:
0:53 0 (const int)
0:53 direct index (temp int)
0:53 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:53 Constant:
0:53 1 (const int)
0:54 textureFetch (temp 4-component vector of uint)
0:54 'g_tTex1du4' (uniform utexture1D)
0:54 vector swizzle (temp int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 direct index (temp int)
0:54 c2: direct index for structure (layout(offset=8 ) uniform 2-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 1 (const uint)
0:54 Constant:
0:54 1 (const int)
0:57 textureFetch (temp 4-component vector of float)
0:57 'g_tTex2df4' (uniform texture2D)
0:57 vector swizzle (temp 2-component vector of int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:57 Sequence
0:57 Constant:
0:57 0 (const int)
0:57 Constant:
0:57 1 (const int)
0:57 direct index (temp int)
0:57 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:57 Constant:
0:57 2 (const int)
0:58 textureFetch (temp 4-component vector of int)
0:58 'g_tTex2di4' (uniform itexture2D)
0:58 vector swizzle (temp 2-component vector of int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:58 Sequence
0:58 Constant:
0:58 0 (const int)
0:58 Constant:
0:58 1 (const int)
0:58 direct index (temp int)
0:58 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:58 Constant:
0:58 2 (const int)
0:59 textureFetch (temp 4-component vector of uint)
0:59 'g_tTex2du4' (uniform utexture2D)
0:59 vector swizzle (temp 2-component vector of int)
0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:59 Sequence
0:59 Constant:
0:59 0 (const int)
0:59 Constant:
0:59 1 (const int)
0:59 direct index (temp int)
0:59 c3: direct index for structure (layout(offset=16 ) uniform 3-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 2 (const uint)
0:59 Constant:
0:59 2 (const int)
0:62 textureFetch (temp 4-component vector of float)
0:62 'g_tTex3df4' (uniform texture3D)
0:62 vector swizzle (temp 3-component vector of int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Sequence
0:62 Constant:
0:62 0 (const int)
0:62 Constant:
0:62 1 (const int)
0:62 Constant:
0:62 2 (const int)
0:62 direct index (temp int)
0:62 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:62 '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})
0:62 Constant:
0:62 3 (const uint)
0:62 Constant:
0:62 3 (const int)
0:63 textureFetch (temp 4-component vector of int)
0:63 'g_tTex3di4' (uniform itexture3D)
0:63 vector swizzle (temp 3-component vector of int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
0:63 Constant:
0:63 1 (const int)
0:63 Constant:
0:63 2 (const int)
0:63 direct index (temp int)
0:63 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:63 '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})
0:63 Constant:
0:63 3 (const uint)
0:63 Constant:
0:63 3 (const int)
0:64 textureFetch (temp 4-component vector of uint)
0:64 'g_tTex3du4' (uniform utexture3D)
0:64 vector swizzle (temp 3-component vector of int)
0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Sequence
0:64 Constant:
0:64 0 (const int)
0:64 Constant:
0:64 1 (const int)
0:64 Constant:
0:64 2 (const int)
0:64 direct index (temp int)
0:64 c4: direct index for structure (layout(offset=32 ) uniform 4-component vector of int)
0:64 '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})
0:64 Constant:
0:64 3 (const uint)
0:64 Constant:
0:64 3 (const int)
0:72 move second child to first child (temp 4-component vector of float)
0:72 Color: direct index for structure (temp 4-component vector of float)
0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:72 Constant:
0:72 0 (const int)
0:72 Constant:
0:72 1.000000
0:72 1.000000
0:72 1.000000
0:72 1.000000
0:73 move second child to first child (temp float)
0:73 Depth: direct index for structure (temp float)
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:73 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 1.000000
0:75 Sequence
0:75 Sequence
0:75 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:75 Color: direct index for structure (temp 4-component vector of float)
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:75 Constant:
0:75 0 (const int)
0:75 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:75 Depth: direct index for structure (temp float)
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:75 Constant:
0:75 1 (const int)
0:75 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 172
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 125 129
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "g_tTex1df4"
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($Global) 7 "o4"
Name 17 ""
Name 31 "g_tTex1di4"
Name 40 "g_tTex1du4"
Name 50 "g_tTex2df4"
Name 63 "g_tTex2di4"
Name 73 "g_tTex2du4"
Name 83 "g_tTex3df4"
Name 96 "g_tTex3di4"
Name 106 "g_tTex3du4"
Name 114 "PS_OUTPUT"
MemberName 114(PS_OUTPUT) 0 "Color"
MemberName 114(PS_OUTPUT) 1 "Depth"
Name 116 "psout"
Name 125 "Color"
Name 129 "Depth"
Name 135 "g_sSamp"
Name 138 "g_tTexcdf4"
Name 141 "g_tTexcdi4"
Name 144 "g_tTexcdu4"
Name 147 "g_tTex1df4a"
Name 150 "g_tTex1di4a"
Name 153 "g_tTex1du4a"
Name 156 "g_tTex2df4a"
Name 159 "g_tTex2di4a"
Name 162 "g_tTex2du4a"
Name 165 "g_tTexcdf4a"
Name 168 "g_tTexcdi4a"
Name 171 "g_tTexcdu4a"
Decorate 9(g_tTex1df4) DescriptorSet 0
Decorate 9(g_tTex1df4) Binding 0
MemberDecorate 15($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 31(g_tTex1di4) DescriptorSet 0
Decorate 40(g_tTex1du4) DescriptorSet 0
Decorate 50(g_tTex2df4) DescriptorSet 0
Decorate 63(g_tTex2di4) DescriptorSet 0
Decorate 73(g_tTex2du4) DescriptorSet 0
Decorate 83(g_tTex3df4) DescriptorSet 0
Decorate 96(g_tTex3di4) DescriptorSet 0
Decorate 106(g_tTex3du4) DescriptorSet 0
Decorate 125(Color) Location 0
Decorate 129(Depth) BuiltIn FragDepth
Decorate 135(g_sSamp) DescriptorSet 0
Decorate 135(g_sSamp) Binding 0
Decorate 138(g_tTexcdf4) DescriptorSet 0
Decorate 141(g_tTexcdi4) DescriptorSet 0
Decorate 144(g_tTexcdu4) DescriptorSet 0
Decorate 147(g_tTex1df4a) DescriptorSet 0
Decorate 150(g_tTex1di4a) DescriptorSet 0
Decorate 153(g_tTex1du4a) DescriptorSet 0
Decorate 156(g_tTex2df4a) DescriptorSet 0
Decorate 159(g_tTex2di4a) DescriptorSet 0
Decorate 162(g_tTex2du4a) DescriptorSet 0
Decorate 165(g_tTexcdf4a) DescriptorSet 0
Decorate 168(g_tTexcdi4a) DescriptorSet 0
Decorate 171(g_tTexcdu4a) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
7: TypeImage 6(float) 1D sampled format:Unknown
8: TypePointer UniformConstant 7
9(g_tTex1df4): 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: TypeInt 32 0
20: 19(int) Constant 0
21: TypePointer Uniform 11(int)
24: 19(int) Constant 1
27: TypeVector 6(float) 4
29: TypeImage 11(int) 1D sampled format:Unknown
30: TypePointer UniformConstant 29
31(g_tTex1di4): 30(ptr) Variable UniformConstant
38: TypeImage 19(int) 1D sampled format:Unknown
39: TypePointer UniformConstant 38
40(g_tTex1du4): 39(ptr) Variable UniformConstant
46: TypeVector 19(int) 4
48: TypeImage 6(float) 2D sampled format:Unknown
49: TypePointer UniformConstant 48
50(g_tTex2df4): 49(ptr) Variable UniformConstant
52: 11(int) Constant 2
53: TypePointer Uniform 13(ivec3)
57: 19(int) Constant 2
61: TypeImage 11(int) 2D sampled format:Unknown
62: TypePointer UniformConstant 61
63(g_tTex2di4): 62(ptr) Variable UniformConstant
71: TypeImage 19(int) 2D sampled format:Unknown
72: TypePointer UniformConstant 71
73(g_tTex2du4): 72(ptr) Variable UniformConstant
81: TypeImage 6(float) 3D sampled format:Unknown
82: TypePointer UniformConstant 81
83(g_tTex3df4): 82(ptr) Variable UniformConstant
85: 11(int) Constant 3
86: TypePointer Uniform 14(ivec4)
90: 19(int) Constant 3
94: TypeImage 11(int) 3D sampled format:Unknown
95: TypePointer UniformConstant 94
96(g_tTex3di4): 95(ptr) Variable UniformConstant
104: TypeImage 19(int) 3D sampled format:Unknown
105: TypePointer UniformConstant 104
106(g_tTex3du4): 105(ptr) Variable UniformConstant
114(PS_OUTPUT): TypeStruct 27(fvec4) 6(float)
115: TypePointer Function 114(PS_OUTPUT)
117: 11(int) Constant 0
118: 6(float) Constant 1065353216
119: 27(fvec4) ConstantComposite 118 118 118 118
120: TypePointer Function 27(fvec4)
122: TypePointer Function 6(float)
124: TypePointer Output 27(fvec4)
125(Color): 124(ptr) Variable Output
128: TypePointer Output 6(float)
129(Depth): 128(ptr) Variable Output
133: TypeSampler
134: TypePointer UniformConstant 133
135(g_sSamp): 134(ptr) Variable UniformConstant
136: TypeImage 6(float) Cube sampled format:Unknown
137: TypePointer UniformConstant 136
138(g_tTexcdf4): 137(ptr) Variable UniformConstant
139: TypeImage 11(int) Cube sampled format:Unknown
140: TypePointer UniformConstant 139
141(g_tTexcdi4): 140(ptr) Variable UniformConstant
142: TypeImage 19(int) Cube sampled format:Unknown
143: TypePointer UniformConstant 142
144(g_tTexcdu4): 143(ptr) Variable UniformConstant
145: TypeImage 6(float) 1D array sampled format:Unknown
146: TypePointer UniformConstant 145
147(g_tTex1df4a): 146(ptr) Variable UniformConstant
148: TypeImage 11(int) 1D array sampled format:Unknown
149: TypePointer UniformConstant 148
150(g_tTex1di4a): 149(ptr) Variable UniformConstant
151: TypeImage 19(int) 1D array sampled format:Unknown
152: TypePointer UniformConstant 151
153(g_tTex1du4a): 152(ptr) Variable UniformConstant
154: TypeImage 6(float) 2D array sampled format:Unknown
155: TypePointer UniformConstant 154
156(g_tTex2df4a): 155(ptr) Variable UniformConstant
157: TypeImage 11(int) 2D array sampled format:Unknown
158: TypePointer UniformConstant 157
159(g_tTex2di4a): 158(ptr) Variable UniformConstant
160: TypeImage 19(int) 2D array sampled format:Unknown
161: TypePointer UniformConstant 160
162(g_tTex2du4a): 161(ptr) Variable UniformConstant
163: TypeImage 6(float) Cube array sampled format:Unknown
164: TypePointer UniformConstant 163
165(g_tTexcdf4a): 164(ptr) Variable UniformConstant
166: TypeImage 11(int) Cube array sampled format:Unknown
167: TypePointer UniformConstant 166
168(g_tTexcdi4a): 167(ptr) Variable UniformConstant
169: TypeImage 19(int) Cube array sampled format:Unknown
170: TypePointer UniformConstant 169
171(g_tTexcdu4a): 170(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
116(psout): 115(ptr) Variable Function
10: 7 Load 9(g_tTex1df4)
22: 21(ptr) AccessChain 17 18 20
23: 11(int) Load 22
25: 21(ptr) AccessChain 17 18 24
26: 11(int) Load 25
28: 27(fvec4) ImageFetch 10 23 Lod 26
32: 29 Load 31(g_tTex1di4)
33: 21(ptr) AccessChain 17 18 20
34: 11(int) Load 33
35: 21(ptr) AccessChain 17 18 24
36: 11(int) Load 35
37: 14(ivec4) ImageFetch 32 34 Lod 36
41: 38 Load 40(g_tTex1du4)
42: 21(ptr) AccessChain 17 18 20
43: 11(int) Load 42
44: 21(ptr) AccessChain 17 18 24
45: 11(int) Load 44
47: 46(ivec4) ImageFetch 41 43 Lod 45
51: 48 Load 50(g_tTex2df4)
54: 53(ptr) AccessChain 17 52
55: 13(ivec3) Load 54
56: 12(ivec2) VectorShuffle 55 55 0 1
58: 21(ptr) AccessChain 17 52 57
59: 11(int) Load 58
60: 27(fvec4) ImageFetch 51 56 Lod 59
64: 61 Load 63(g_tTex2di4)
65: 53(ptr) AccessChain 17 52
66: 13(ivec3) Load 65
67: 12(ivec2) VectorShuffle 66 66 0 1
68: 21(ptr) AccessChain 17 52 57
69: 11(int) Load 68
70: 14(ivec4) ImageFetch 64 67 Lod 69
74: 71 Load 73(g_tTex2du4)
75: 53(ptr) AccessChain 17 52
76: 13(ivec3) Load 75
77: 12(ivec2) VectorShuffle 76 76 0 1
78: 21(ptr) AccessChain 17 52 57
79: 11(int) Load 78
80: 46(ivec4) ImageFetch 74 77 Lod 79
84: 81 Load 83(g_tTex3df4)
87: 86(ptr) AccessChain 17 85
88: 14(ivec4) Load 87
89: 13(ivec3) VectorShuffle 88 88 0 1 2
91: 21(ptr) AccessChain 17 85 90
92: 11(int) Load 91
93: 27(fvec4) ImageFetch 84 89 Lod 92
97: 94 Load 96(g_tTex3di4)
98: 86(ptr) AccessChain 17 85
99: 14(ivec4) Load 98
100: 13(ivec3) VectorShuffle 99 99 0 1 2
101: 21(ptr) AccessChain 17 85 90
102: 11(int) Load 101
103: 14(ivec4) ImageFetch 97 100 Lod 102
107: 104 Load 106(g_tTex3du4)
108: 86(ptr) AccessChain 17 85
109: 14(ivec4) Load 108
110: 13(ivec3) VectorShuffle 109 109 0 1 2
111: 21(ptr) AccessChain 17 85 90
112: 11(int) Load 111
113: 46(ivec4) ImageFetch 107 110 Lod 112
121: 120(ptr) AccessChain 116(psout) 117
Store 121 119
123: 122(ptr) AccessChain 116(psout) 18
Store 123 118
126: 120(ptr) AccessChain 116(psout) 117
127: 27(fvec4) Load 126
Store 125(Color) 127
130: 122(ptr) AccessChain 116(psout) 18
131: 6(float) Load 130
Store 129(Depth) 131
Return
FunctionEnd