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.
282 lines
17 KiB
Plaintext
282 lines
17 KiB
Plaintext
hlsl.load.buffer.dx10.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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0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child (temp 4-component vector of float)
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0:28 'r00' (temp 4-component vector of float)
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0:28 textureFetch (temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
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0:28 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:28 '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})
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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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0:29 move second child to first child (temp 4-component vector of int)
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0:29 'r01' (temp 4-component vector of int)
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0:29 textureFetch (temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
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0:29 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:29 '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})
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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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0:30 move second child to first child (temp 4-component vector of uint)
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0:30 'r02' (temp 4-component vector of uint)
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0:30 textureFetch (temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
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0:30 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:30 '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})
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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 Color: direct index for structure (temp 4-component vector of float)
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0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:34 Constant:
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0:34 0 (const int)
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0:34 Constant:
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:35 move second child to first child (temp float)
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0:35 Depth: direct index for structure (temp float)
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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:35 Constant:
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0:35 1 (const int)
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0:35 Constant:
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0:35 1.000000
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0:37 Sequence
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0:37 Sequence
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0:37 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:37 Color: direct index for structure (temp 4-component vector of float)
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0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:37 Constant:
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0:37 0 (const int)
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0:37 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:37 Depth: direct index for structure (temp float)
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0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:37 Constant:
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0:37 1 (const int)
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0:37 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer)
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0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
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0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
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0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
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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})
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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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0:24 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child (temp 4-component vector of float)
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0:28 'r00' (temp 4-component vector of float)
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0:28 textureFetch (temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
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0:28 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:28 '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})
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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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0:29 move second child to first child (temp 4-component vector of int)
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0:29 'r01' (temp 4-component vector of int)
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0:29 textureFetch (temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
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0:29 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:29 '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})
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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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0:30 move second child to first child (temp 4-component vector of uint)
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0:30 'r02' (temp 4-component vector of uint)
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0:30 textureFetch (temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
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0:30 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:30 '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})
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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 Color: direct index for structure (temp 4-component vector of float)
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0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:34 Constant:
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0:34 0 (const int)
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0:34 Constant:
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:35 move second child to first child (temp float)
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0:35 Depth: direct index for structure (temp float)
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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:35 Constant:
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0:35 1 (const int)
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0:35 Constant:
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0:35 1.000000
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0:37 Sequence
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0:37 Sequence
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0:37 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:37 Color: direct index for structure (temp 4-component vector of float)
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0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:37 Constant:
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0:37 0 (const int)
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0:37 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:37 Depth: direct index for structure (temp float)
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0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:37 Constant:
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0:37 1 (const int)
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0:37 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer)
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0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
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0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
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0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
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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})
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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 71
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Capability Shader
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Capability SampledBuffer
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 62 66
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "r00"
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Name 13 "g_tTexbf4"
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Name 19 "$Global"
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MemberName 19($Global) 0 "c1"
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MemberName 19($Global) 1 "c2"
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MemberName 19($Global) 2 "c3"
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MemberName 19($Global) 3 "c4"
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MemberName 19($Global) 4 "o1"
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MemberName 19($Global) 5 "o2"
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MemberName 19($Global) 6 "o3"
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MemberName 19($Global) 7 "o4"
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Name 21 ""
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Name 29 "r01"
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Name 33 "g_tTexbi4"
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Name 42 "r02"
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Name 46 "g_tTexbu4"
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Name 52 "PS_OUTPUT"
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MemberName 52(PS_OUTPUT) 0 "Color"
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MemberName 52(PS_OUTPUT) 1 "Depth"
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Name 54 "psout"
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Name 62 "Color"
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Name 66 "Depth"
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Name 70 "g_tTexbf4_test"
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Decorate 13(g_tTexbf4) DescriptorSet 0
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MemberDecorate 19($Global) 0 Offset 0
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MemberDecorate 19($Global) 1 Offset 8
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MemberDecorate 19($Global) 2 Offset 16
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MemberDecorate 19($Global) 3 Offset 32
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MemberDecorate 19($Global) 4 Offset 48
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MemberDecorate 19($Global) 5 Offset 56
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MemberDecorate 19($Global) 6 Offset 64
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MemberDecorate 19($Global) 7 Offset 80
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Decorate 19($Global) Block
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Decorate 21 DescriptorSet 0
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Decorate 33(g_tTexbi4) DescriptorSet 0
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Decorate 46(g_tTexbu4) DescriptorSet 0
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Decorate 62(Color) Location 0
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Decorate 66(Depth) BuiltIn FragDepth
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Decorate 70(g_tTexbf4_test) DescriptorSet 0
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Decorate 70(g_tTexbf4_test) Binding 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 Function 7(fvec4)
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10: TypeImage 6(float) Buffer sampled format:Rgba32f
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11: TypeSampledImage 10
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12: TypePointer UniformConstant 11
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13(g_tTexbf4): 12(ptr) Variable UniformConstant
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15: TypeInt 32 1
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16: TypeVector 15(int) 2
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17: TypeVector 15(int) 3
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18: TypeVector 15(int) 4
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19($Global): TypeStruct 15(int) 16(ivec2) 17(ivec3) 18(ivec4) 15(int) 16(ivec2) 17(ivec3) 18(ivec4)
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20: TypePointer Uniform 19($Global)
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21: 20(ptr) Variable Uniform
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22: 15(int) Constant 0
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23: TypePointer Uniform 15(int)
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28: TypePointer Function 18(ivec4)
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30: TypeImage 15(int) Buffer sampled format:Rgba32i
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31: TypeSampledImage 30
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32: TypePointer UniformConstant 31
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33(g_tTexbi4): 32(ptr) Variable UniformConstant
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39: TypeInt 32 0
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40: TypeVector 39(int) 4
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41: TypePointer Function 40(ivec4)
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43: TypeImage 39(int) Buffer sampled format:Rgba32ui
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44: TypeSampledImage 43
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45: TypePointer UniformConstant 44
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46(g_tTexbu4): 45(ptr) Variable UniformConstant
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52(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
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53: TypePointer Function 52(PS_OUTPUT)
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55: 6(float) Constant 1065353216
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56: 7(fvec4) ConstantComposite 55 55 55 55
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58: 15(int) Constant 1
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59: TypePointer Function 6(float)
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61: TypePointer Output 7(fvec4)
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62(Color): 61(ptr) Variable Output
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65: TypePointer Output 6(float)
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66(Depth): 65(ptr) Variable Output
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70(g_tTexbf4_test): 12(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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9(r00): 8(ptr) Variable Function
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29(r01): 28(ptr) Variable Function
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42(r02): 41(ptr) Variable Function
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54(psout): 53(ptr) Variable Function
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14: 11 Load 13(g_tTexbf4)
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24: 23(ptr) AccessChain 21 22
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25: 15(int) Load 24
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26: 10 Image 14
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27: 7(fvec4) ImageFetch 26 25
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Store 9(r00) 27
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34: 31 Load 33(g_tTexbi4)
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35: 23(ptr) AccessChain 21 22
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36: 15(int) Load 35
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37: 30 Image 34
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38: 18(ivec4) ImageFetch 37 36
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Store 29(r01) 38
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47: 44 Load 46(g_tTexbu4)
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48: 23(ptr) AccessChain 21 22
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49: 15(int) Load 48
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50: 43 Image 47
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51: 40(ivec4) ImageFetch 50 49
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Store 42(r02) 51
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57: 8(ptr) AccessChain 54(psout) 22
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Store 57 56
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60: 59(ptr) AccessChain 54(psout) 58
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Store 60 55
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63: 8(ptr) AccessChain 54(psout) 22
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64: 7(fvec4) Load 63
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Store 62(Color) 64
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67: 59(ptr) AccessChain 54(psout) 58
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68: 6(float) Load 67
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Store 66(Depth) 68
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Return
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FunctionEnd
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