hlsl.load.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
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      textureFetchOffset ( temp 4-component vector of float)
0:52        'g_tTex1df4a' ( uniform texture1DArray)
0:52        vector swizzle ( temp 2-component vector of int)
0:52          c3: direct index for structure ( uniform 3-component vector of int)
0:52            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:52            Constant:
0:52              2 (const uint)
0:52          Sequence
0:52            Constant:
0:52              0 (const int)
0:52            Constant:
0:52              1 (const int)
0:52        direct index ( temp int)
0:52          c3: direct index for structure ( uniform 3-component vector of int)
0:52            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:52            Constant:
0:52              2 (const uint)
0:52          Constant:
0:52            2 (const int)
0:52        o1: direct index for structure ( uniform int)
0:52          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:52          Constant:
0:52            4 (const uint)
0:53      textureFetchOffset ( temp 4-component vector of int)
0:53        'g_tTex1di4a' ( uniform itexture1DArray)
0:53        vector swizzle ( temp 2-component vector of int)
0:53          c3: direct index for structure ( uniform 3-component vector of int)
0:53            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:53            Constant:
0:53              2 (const uint)
0:53          Sequence
0:53            Constant:
0:53              0 (const int)
0:53            Constant:
0:53              1 (const int)
0:53        direct index ( temp int)
0:53          c3: direct index for structure ( uniform 3-component vector of int)
0:53            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:53            Constant:
0:53              2 (const uint)
0:53          Constant:
0:53            2 (const int)
0:53        o1: direct index for structure ( uniform int)
0:53          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:53          Constant:
0:53            4 (const uint)
0:54      textureFetchOffset ( temp 4-component vector of uint)
0:54        'g_tTex1du4a' ( uniform utexture1DArray)
0:54        vector swizzle ( temp 2-component vector of int)
0:54          c3: direct index for structure ( uniform 3-component vector of int)
0:54            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:54            Constant:
0:54              2 (const uint)
0:54          Sequence
0:54            Constant:
0:54              0 (const int)
0:54            Constant:
0:54              1 (const int)
0:54        direct index ( temp int)
0:54          c3: direct index for structure ( uniform 3-component vector of int)
0:54            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:54            Constant:
0:54              2 (const uint)
0:54          Constant:
0:54            2 (const int)
0:54        o1: direct index for structure ( uniform int)
0:54          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:54          Constant:
0:54            4 (const uint)
0:57      textureFetchOffset ( temp 4-component vector of float)
0:57        'g_tTex2df4a' ( uniform texture2DArray)
0:57        vector swizzle ( temp 3-component vector of int)
0:57          c4: direct index for structure ( uniform 4-component vector of int)
0:57            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:57            Constant:
0:57              3 (const uint)
0:57          Sequence
0:57            Constant:
0:57              0 (const int)
0:57            Constant:
0:57              1 (const int)
0:57            Constant:
0:57              2 (const int)
0:57        direct index ( temp int)
0:57          c4: direct index for structure ( uniform 4-component vector of int)
0:57            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:57            Constant:
0:57              3 (const uint)
0:57          Constant:
0:57            3 (const int)
0:57        o2: direct index for structure ( uniform 2-component vector of int)
0:57          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:57          Constant:
0:57            5 (const uint)
0:58      textureFetchOffset ( temp 4-component vector of int)
0:58        'g_tTex2di4a' ( uniform itexture2DArray)
0:58        vector swizzle ( temp 3-component vector of int)
0:58          c4: direct index for structure ( uniform 4-component vector of int)
0:58            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:58            Constant:
0:58              3 (const uint)
0:58          Sequence
0:58            Constant:
0:58              0 (const int)
0:58            Constant:
0:58              1 (const int)
0:58            Constant:
0:58              2 (const int)
0:58        direct index ( temp int)
0:58          c4: direct index for structure ( uniform 4-component vector of int)
0:58            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:58            Constant:
0:58              3 (const uint)
0:58          Constant:
0:58            3 (const int)
0:58        o2: direct index for structure ( uniform 2-component vector of int)
0:58          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:58          Constant:
0:58            5 (const uint)
0:59      textureFetchOffset ( temp 4-component vector of uint)
0:59        'g_tTex2du4a' ( uniform utexture2DArray)
0:59        vector swizzle ( temp 3-component vector of int)
0:59          c4: direct index for structure ( uniform 4-component vector of int)
0:59            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:59            Constant:
0:59              3 (const uint)
0:59          Sequence
0:59            Constant:
0:59              0 (const int)
0:59            Constant:
0:59              1 (const int)
0:59            Constant:
0:59              2 (const int)
0:59        direct index ( temp int)
0:59          c4: direct index for structure ( uniform 4-component vector of int)
0:59            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:59            Constant:
0:59              3 (const uint)
0:59          Constant:
0:59            3 (const int)
0:59        o2: direct index for structure ( uniform 2-component vector of int)
0:59          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:59          Constant:
0:59            5 (const uint)
0:65      move second child to first child ( temp 4-component vector of float)
0:65        Color: direct index for structure ( temp 4-component vector of float)
0:65          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:65          Constant:
0:65            0 (const int)
0:65        Constant:
0:65          1.000000
0:65          1.000000
0:65          1.000000
0:65          1.000000
0:66      move second child to first child ( temp float)
0:66        Depth: direct index for structure ( temp float)
0:66          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:66          Constant:
0:66            1 (const int)
0:66        Constant:
0:66          1.000000
0:68      Branch: Return with expression
0:68        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48  Function Definition: main( ( temp void)
0:48    Function Parameters: 
0:?     Sequence
0:48      Sequence
0:48        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48        move second child to first child ( temp 4-component vector of float)
0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:48          Color: direct index for structure ( temp 4-component vector of float)
0:48            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48            Constant:
0:48              0 (const int)
0:48        move second child to first child ( temp float)
0:?           '@entryPointOutput.Depth' ( out float FragDepth)
0:48          Depth: direct index for structure ( temp float)
0:48            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48            Constant:
0:48              1 (const int)
0:?   Linker Objects
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{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:?     '@entryPointOutput.Depth' ( out float FragDepth)
0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)


Linked fragment stage:


Shader version: 500
gl_FragCoord origin is upper left
using depth_any
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      textureFetchOffset ( temp 4-component vector of float)
0:52        'g_tTex1df4a' ( uniform texture1DArray)
0:52        vector swizzle ( temp 2-component vector of int)
0:52          c3: direct index for structure ( uniform 3-component vector of int)
0:52            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:52            Constant:
0:52              2 (const uint)
0:52          Sequence
0:52            Constant:
0:52              0 (const int)
0:52            Constant:
0:52              1 (const int)
0:52        direct index ( temp int)
0:52          c3: direct index for structure ( uniform 3-component vector of int)
0:52            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:52            Constant:
0:52              2 (const uint)
0:52          Constant:
0:52            2 (const int)
0:52        o1: direct index for structure ( uniform int)
0:52          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:52          Constant:
0:52            4 (const uint)
0:53      textureFetchOffset ( temp 4-component vector of int)
0:53        'g_tTex1di4a' ( uniform itexture1DArray)
0:53        vector swizzle ( temp 2-component vector of int)
0:53          c3: direct index for structure ( uniform 3-component vector of int)
0:53            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:53            Constant:
0:53              2 (const uint)
0:53          Sequence
0:53            Constant:
0:53              0 (const int)
0:53            Constant:
0:53              1 (const int)
0:53        direct index ( temp int)
0:53          c3: direct index for structure ( uniform 3-component vector of int)
0:53            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:53            Constant:
0:53              2 (const uint)
0:53          Constant:
0:53            2 (const int)
0:53        o1: direct index for structure ( uniform int)
0:53          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:53          Constant:
0:53            4 (const uint)
0:54      textureFetchOffset ( temp 4-component vector of uint)
0:54        'g_tTex1du4a' ( uniform utexture1DArray)
0:54        vector swizzle ( temp 2-component vector of int)
0:54          c3: direct index for structure ( uniform 3-component vector of int)
0:54            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:54            Constant:
0:54              2 (const uint)
0:54          Sequence
0:54            Constant:
0:54              0 (const int)
0:54            Constant:
0:54              1 (const int)
0:54        direct index ( temp int)
0:54          c3: direct index for structure ( uniform 3-component vector of int)
0:54            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:54            Constant:
0:54              2 (const uint)
0:54          Constant:
0:54            2 (const int)
0:54        o1: direct index for structure ( uniform int)
0:54          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:54          Constant:
0:54            4 (const uint)
0:57      textureFetchOffset ( temp 4-component vector of float)
0:57        'g_tTex2df4a' ( uniform texture2DArray)
0:57        vector swizzle ( temp 3-component vector of int)
0:57          c4: direct index for structure ( uniform 4-component vector of int)
0:57            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:57            Constant:
0:57              3 (const uint)
0:57          Sequence
0:57            Constant:
0:57              0 (const int)
0:57            Constant:
0:57              1 (const int)
0:57            Constant:
0:57              2 (const int)
0:57        direct index ( temp int)
0:57          c4: direct index for structure ( uniform 4-component vector of int)
0:57            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:57            Constant:
0:57              3 (const uint)
0:57          Constant:
0:57            3 (const int)
0:57        o2: direct index for structure ( uniform 2-component vector of int)
0:57          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:57          Constant:
0:57            5 (const uint)
0:58      textureFetchOffset ( temp 4-component vector of int)
0:58        'g_tTex2di4a' ( uniform itexture2DArray)
0:58        vector swizzle ( temp 3-component vector of int)
0:58          c4: direct index for structure ( uniform 4-component vector of int)
0:58            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:58            Constant:
0:58              3 (const uint)
0:58          Sequence
0:58            Constant:
0:58              0 (const int)
0:58            Constant:
0:58              1 (const int)
0:58            Constant:
0:58              2 (const int)
0:58        direct index ( temp int)
0:58          c4: direct index for structure ( uniform 4-component vector of int)
0:58            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:58            Constant:
0:58              3 (const uint)
0:58          Constant:
0:58            3 (const int)
0:58        o2: direct index for structure ( uniform 2-component vector of int)
0:58          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:58          Constant:
0:58            5 (const uint)
0:59      textureFetchOffset ( temp 4-component vector of uint)
0:59        'g_tTex2du4a' ( uniform utexture2DArray)
0:59        vector swizzle ( temp 3-component vector of int)
0:59          c4: direct index for structure ( uniform 4-component vector of int)
0:59            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:59            Constant:
0:59              3 (const uint)
0:59          Sequence
0:59            Constant:
0:59              0 (const int)
0:59            Constant:
0:59              1 (const int)
0:59            Constant:
0:59              2 (const int)
0:59        direct index ( temp int)
0:59          c4: direct index for structure ( uniform 4-component vector of int)
0:59            'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:59            Constant:
0:59              3 (const uint)
0:59          Constant:
0:59            3 (const int)
0:59        o2: direct index for structure ( uniform 2-component vector of int)
0:59          'anon@0' (layout( row_major std140) uniform block{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:59          Constant:
0:59            5 (const uint)
0:65      move second child to first child ( temp 4-component vector of float)
0:65        Color: direct index for structure ( temp 4-component vector of float)
0:65          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:65          Constant:
0:65            0 (const int)
0:65        Constant:
0:65          1.000000
0:65          1.000000
0:65          1.000000
0:65          1.000000
0:66      move second child to first child ( temp float)
0:66        Depth: direct index for structure ( temp float)
0:66          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:66          Constant:
0:66            1 (const int)
0:66        Constant:
0:66          1.000000
0:68      Branch: Return with expression
0:68        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48  Function Definition: main( ( temp void)
0:48    Function Parameters: 
0:?     Sequence
0:48      Sequence
0:48        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48        move second child to first child ( temp 4-component vector of float)
0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:48          Color: direct index for structure ( temp 4-component vector of float)
0:48            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48            Constant:
0:48              0 (const int)
0:48        move second child to first child ( temp float)
0:?           '@entryPointOutput.Depth' ( out float FragDepth)
0:48          Depth: direct index for structure ( temp float)
0:48            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:48            Constant:
0:48              1 (const int)
0:?   Linker Objects
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{ uniform int c1,  uniform 2-component vector of int c2,  uniform 3-component vector of int c3,  uniform 4-component vector of int c4,  uniform int o1,  uniform 2-component vector of int o2,  uniform 3-component vector of int o3,  uniform 4-component vector of int o4})
0:?     '@entryPointOutput.Depth' ( out float FragDepth)
0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)

// Module Version 10000
// Generated by (magic number): 80006
// Id's are bound by 174

                              Capability Shader
                              Capability ImageGatherExtended
                              Capability Sampled1D
                              Capability SampledCubeArray
               1:             ExtInstImport  "GLSL.std.450"
                              MemoryModel Logical GLSL450
                              EntryPoint Fragment 4  "main" 119 123
                              ExecutionMode 4 OriginUpperLeft
                              ExecutionMode 4 DepthReplacing
                              Source HLSL 500
                              Name 4  "main"
                              Name 8  "PS_OUTPUT"
                              MemberName 8(PS_OUTPUT) 0  "Color"
                              MemberName 8(PS_OUTPUT) 1  "Depth"
                              Name 10  "@main("
                              Name 14  "g_tTex1df4a"
                              Name 20  "$Global"
                              MemberName 20($Global) 0  "c1"
                              MemberName 20($Global) 1  "c2"
                              MemberName 20($Global) 2  "c3"
                              MemberName 20($Global) 3  "c4"
                              MemberName 20($Global) 4  "o1"
                              MemberName 20($Global) 5  "o2"
                              MemberName 20($Global) 6  "o3"
                              MemberName 20($Global) 7  "o4"
                              Name 22  ""
                              Name 39  "g_tTex1di4a"
                              Name 51  "g_tTex1du4a"
                              Name 64  "g_tTex2df4a"
                              Name 81  "g_tTex2di4a"
                              Name 93  "g_tTex2du4a"
                              Name 104  "psout"
                              Name 116  "flattenTemp"
                              Name 119  "@entryPointOutput.Color"
                              Name 123  "@entryPointOutput.Depth"
                              Name 128  "g_sSamp"
                              Name 131  "g_tTex1df4"
                              Name 134  "g_tTex1di4"
                              Name 137  "g_tTex1du4"
                              Name 140  "g_tTex2df4"
                              Name 143  "g_tTex2di4"
                              Name 146  "g_tTex2du4"
                              Name 149  "g_tTex3df4"
                              Name 152  "g_tTex3di4"
                              Name 155  "g_tTex3du4"
                              Name 158  "g_tTexcdf4"
                              Name 161  "g_tTexcdi4"
                              Name 164  "g_tTexcdu4"
                              Name 167  "g_tTexcdf4a"
                              Name 170  "g_tTexcdi4a"
                              Name 173  "g_tTexcdu4a"
                              Decorate 14(g_tTex1df4a) DescriptorSet 0
                              MemberDecorate 20($Global) 0 Offset 0
                              MemberDecorate 20($Global) 1 Offset 8
                              MemberDecorate 20($Global) 2 Offset 16
                              MemberDecorate 20($Global) 3 Offset 32
                              MemberDecorate 20($Global) 4 Offset 48
                              MemberDecorate 20($Global) 5 Offset 56
                              MemberDecorate 20($Global) 6 Offset 64
                              MemberDecorate 20($Global) 7 Offset 80
                              Decorate 20($Global) Block
                              Decorate 22 DescriptorSet 0
                              Decorate 39(g_tTex1di4a) DescriptorSet 0
                              Decorate 51(g_tTex1du4a) DescriptorSet 0
                              Decorate 64(g_tTex2df4a) DescriptorSet 0
                              Decorate 81(g_tTex2di4a) DescriptorSet 0
                              Decorate 93(g_tTex2du4a) DescriptorSet 0
                              Decorate 119(@entryPointOutput.Color) Location 0
                              Decorate 123(@entryPointOutput.Depth) BuiltIn FragDepth
                              Decorate 128(g_sSamp) DescriptorSet 0
                              Decorate 128(g_sSamp) Binding 0
                              Decorate 131(g_tTex1df4) DescriptorSet 0
                              Decorate 131(g_tTex1df4) Binding 0
                              Decorate 134(g_tTex1di4) DescriptorSet 0
                              Decorate 137(g_tTex1du4) DescriptorSet 0
                              Decorate 140(g_tTex2df4) DescriptorSet 0
                              Decorate 143(g_tTex2di4) DescriptorSet 0
                              Decorate 146(g_tTex2du4) DescriptorSet 0
                              Decorate 149(g_tTex3df4) DescriptorSet 0
                              Decorate 152(g_tTex3di4) DescriptorSet 0
                              Decorate 155(g_tTex3du4) DescriptorSet 0
                              Decorate 158(g_tTexcdf4) DescriptorSet 0
                              Decorate 161(g_tTexcdi4) DescriptorSet 0
                              Decorate 164(g_tTexcdu4) DescriptorSet 0
                              Decorate 167(g_tTexcdf4a) DescriptorSet 0
                              Decorate 170(g_tTexcdi4a) DescriptorSet 0
                              Decorate 173(g_tTexcdu4a) DescriptorSet 0
               2:             TypeVoid
               3:             TypeFunction 2
               6:             TypeFloat 32
               7:             TypeVector 6(float) 4
    8(PS_OUTPUT):             TypeStruct 7(fvec4) 6(float)
               9:             TypeFunction 8(PS_OUTPUT)
              12:             TypeImage 6(float) 1D array sampled format:Unknown
              13:             TypePointer UniformConstant 12
 14(g_tTex1df4a):     13(ptr) Variable UniformConstant
              16:             TypeInt 32 1
              17:             TypeVector 16(int) 2
              18:             TypeVector 16(int) 3
              19:             TypeVector 16(int) 4
     20($Global):             TypeStruct 16(int) 17(ivec2) 18(ivec3) 19(ivec4) 16(int) 17(ivec2) 18(ivec3) 19(ivec4)
              21:             TypePointer Uniform 20($Global)
              22:     21(ptr) Variable Uniform
              23:     16(int) Constant 2
              24:             TypePointer Uniform 18(ivec3)
              28:             TypeInt 32 0
              29:     28(int) Constant 2
              30:             TypePointer Uniform 16(int)
              33:     16(int) Constant 4
              37:             TypeImage 16(int) 1D array sampled format:Unknown
              38:             TypePointer UniformConstant 37
 39(g_tTex1di4a):     38(ptr) Variable UniformConstant
              49:             TypeImage 28(int) 1D array sampled format:Unknown
              50:             TypePointer UniformConstant 49
 51(g_tTex1du4a):     50(ptr) Variable UniformConstant
              60:             TypeVector 28(int) 4
              62:             TypeImage 6(float) 2D array sampled format:Unknown
              63:             TypePointer UniformConstant 62
 64(g_tTex2df4a):     63(ptr) Variable UniformConstant
              66:     16(int) Constant 3
              67:             TypePointer Uniform 19(ivec4)
              71:     28(int) Constant 3
              74:     16(int) Constant 5
              75:             TypePointer Uniform 17(ivec2)
              79:             TypeImage 16(int) 2D array sampled format:Unknown
              80:             TypePointer UniformConstant 79
 81(g_tTex2di4a):     80(ptr) Variable UniformConstant
              91:             TypeImage 28(int) 2D array sampled format:Unknown
              92:             TypePointer UniformConstant 91
 93(g_tTex2du4a):     92(ptr) Variable UniformConstant
             103:             TypePointer Function 8(PS_OUTPUT)
             105:     16(int) Constant 0
             106:    6(float) Constant 1065353216
             107:    7(fvec4) ConstantComposite 106 106 106 106
             108:             TypePointer Function 7(fvec4)
             110:     16(int) Constant 1
             111:             TypePointer Function 6(float)
             118:             TypePointer Output 7(fvec4)
119(@entryPointOutput.Color):    118(ptr) Variable Output
             122:             TypePointer Output 6(float)
123(@entryPointOutput.Depth):    122(ptr) Variable Output
             126:             TypeSampler
             127:             TypePointer UniformConstant 126
    128(g_sSamp):    127(ptr) Variable UniformConstant
             129:             TypeImage 6(float) 1D sampled format:Unknown
             130:             TypePointer UniformConstant 129
 131(g_tTex1df4):    130(ptr) Variable UniformConstant
             132:             TypeImage 16(int) 1D sampled format:Unknown
             133:             TypePointer UniformConstant 132
 134(g_tTex1di4):    133(ptr) Variable UniformConstant
             135:             TypeImage 28(int) 1D sampled format:Unknown
             136:             TypePointer UniformConstant 135
 137(g_tTex1du4):    136(ptr) Variable UniformConstant
             138:             TypeImage 6(float) 2D sampled format:Unknown
             139:             TypePointer UniformConstant 138
 140(g_tTex2df4):    139(ptr) Variable UniformConstant
             141:             TypeImage 16(int) 2D sampled format:Unknown
             142:             TypePointer UniformConstant 141
 143(g_tTex2di4):    142(ptr) Variable UniformConstant
             144:             TypeImage 28(int) 2D sampled format:Unknown
             145:             TypePointer UniformConstant 144
 146(g_tTex2du4):    145(ptr) Variable UniformConstant
             147:             TypeImage 6(float) 3D sampled format:Unknown
             148:             TypePointer UniformConstant 147
 149(g_tTex3df4):    148(ptr) Variable UniformConstant
             150:             TypeImage 16(int) 3D sampled format:Unknown
             151:             TypePointer UniformConstant 150
 152(g_tTex3di4):    151(ptr) Variable UniformConstant
             153:             TypeImage 28(int) 3D sampled format:Unknown
             154:             TypePointer UniformConstant 153
 155(g_tTex3du4):    154(ptr) Variable UniformConstant
             156:             TypeImage 6(float) Cube sampled format:Unknown
             157:             TypePointer UniformConstant 156
 158(g_tTexcdf4):    157(ptr) Variable UniformConstant
             159:             TypeImage 16(int) Cube sampled format:Unknown
             160:             TypePointer UniformConstant 159
 161(g_tTexcdi4):    160(ptr) Variable UniformConstant
             162:             TypeImage 28(int) Cube sampled format:Unknown
             163:             TypePointer UniformConstant 162
 164(g_tTexcdu4):    163(ptr) Variable UniformConstant
             165:             TypeImage 6(float) Cube array sampled format:Unknown
             166:             TypePointer UniformConstant 165
167(g_tTexcdf4a):    166(ptr) Variable UniformConstant
             168:             TypeImage 16(int) Cube array sampled format:Unknown
             169:             TypePointer UniformConstant 168
170(g_tTexcdi4a):    169(ptr) Variable UniformConstant
             171:             TypeImage 28(int) Cube array sampled format:Unknown
             172:             TypePointer UniformConstant 171
173(g_tTexcdu4a):    172(ptr) Variable UniformConstant
         4(main):           2 Function None 3
               5:             Label
116(flattenTemp):    103(ptr) Variable Function
             117:8(PS_OUTPUT) FunctionCall 10(@main()
                              Store 116(flattenTemp) 117
             120:    108(ptr) AccessChain 116(flattenTemp) 105
             121:    7(fvec4) Load 120
                              Store 119(@entryPointOutput.Color) 121
             124:    111(ptr) AccessChain 116(flattenTemp) 110
             125:    6(float) Load 124
                              Store 123(@entryPointOutput.Depth) 125
                              Return
                              FunctionEnd
      10(@main():8(PS_OUTPUT) Function None 9
              11:             Label
      104(psout):    103(ptr) Variable Function
              15:          12 Load 14(g_tTex1df4a)
              25:     24(ptr) AccessChain 22 23
              26:   18(ivec3) Load 25
              27:   17(ivec2) VectorShuffle 26 26 0 1
              31:     30(ptr) AccessChain 22 23 29
              32:     16(int) Load 31
              34:     30(ptr) AccessChain 22 33
              35:     16(int) Load 34
              36:    7(fvec4) ImageFetch 15 27 Lod Offset 32 35
              40:          37 Load 39(g_tTex1di4a)
              41:     24(ptr) AccessChain 22 23
              42:   18(ivec3) Load 41
              43:   17(ivec2) VectorShuffle 42 42 0 1
              44:     30(ptr) AccessChain 22 23 29
              45:     16(int) Load 44
              46:     30(ptr) AccessChain 22 33
              47:     16(int) Load 46
              48:   19(ivec4) ImageFetch 40 43 Lod Offset 45 47
              52:          49 Load 51(g_tTex1du4a)
              53:     24(ptr) AccessChain 22 23
              54:   18(ivec3) Load 53
              55:   17(ivec2) VectorShuffle 54 54 0 1
              56:     30(ptr) AccessChain 22 23 29
              57:     16(int) Load 56
              58:     30(ptr) AccessChain 22 33
              59:     16(int) Load 58
              61:   60(ivec4) ImageFetch 52 55 Lod Offset 57 59
              65:          62 Load 64(g_tTex2df4a)
              68:     67(ptr) AccessChain 22 66
              69:   19(ivec4) Load 68
              70:   18(ivec3) VectorShuffle 69 69 0 1 2
              72:     30(ptr) AccessChain 22 66 71
              73:     16(int) Load 72
              76:     75(ptr) AccessChain 22 74
              77:   17(ivec2) Load 76
              78:    7(fvec4) ImageFetch 65 70 Lod Offset 73 77
              82:          79 Load 81(g_tTex2di4a)
              83:     67(ptr) AccessChain 22 66
              84:   19(ivec4) Load 83
              85:   18(ivec3) VectorShuffle 84 84 0 1 2
              86:     30(ptr) AccessChain 22 66 71
              87:     16(int) Load 86
              88:     75(ptr) AccessChain 22 74
              89:   17(ivec2) Load 88
              90:   19(ivec4) ImageFetch 82 85 Lod Offset 87 89
              94:          91 Load 93(g_tTex2du4a)
              95:     67(ptr) AccessChain 22 66
              96:   19(ivec4) Load 95
              97:   18(ivec3) VectorShuffle 96 96 0 1 2
              98:     30(ptr) AccessChain 22 66 71
              99:     16(int) Load 98
             100:     75(ptr) AccessChain 22 74
             101:   17(ivec2) Load 100
             102:   60(ivec4) ImageFetch 94 97 Lod Offset 99 101
             109:    108(ptr) AccessChain 104(psout) 105
                              Store 109 107
             112:    111(ptr) AccessChain 104(psout) 110
                              Store 112 106
             113:8(PS_OUTPUT) Load 104(psout)
                              ReturnValue 113
                              FunctionEnd
