hlsl.sample.dx9.frag Shader version: 500 gl_FragCoord origin is upper left using depth_any 0:? Sequence 0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: 0:? Sequence 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'ColorOut' ( temp 4-component vector of float) 0:18 Constant: 0:18 0.000000 0:18 0.000000 0:18 0.000000 0:18 0.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'ColorOut' ( temp 4-component vector of float) 0:20 texture ( temp 4-component vector of float) 0:20 'g_sam' (layout( binding=0) uniform sampler2D) 0:20 Constant: 0:20 0.400000 0:20 0.300000 0:21 add second child into first child ( temp 4-component vector of float) 0:21 'ColorOut' ( temp 4-component vector of float) 0:21 texture ( temp 4-component vector of float) 0:21 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:21 Constant: 0:21 0.500000 0:22 add second child into first child ( temp 4-component vector of float) 0:22 'ColorOut' ( temp 4-component vector of float) 0:22 texture ( temp 4-component vector of float) 0:22 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:22 Constant: 0:22 0.500000 0:22 0.600000 0:23 add second child into first child ( temp 4-component vector of float) 0:23 'ColorOut' ( temp 4-component vector of float) 0:23 texture ( temp 4-component vector of float) 0:23 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:23 Constant: 0:23 0.500000 0:23 0.600000 0:23 0.400000 0:24 add second child into first child ( temp 4-component vector of float) 0:24 'ColorOut' ( temp 4-component vector of float) 0:24 texture ( temp 4-component vector of float) 0:24 'g_samCube' (layout( binding=4) uniform samplerCube) 0:24 Constant: 0:24 0.500000 0:24 0.600000 0:24 0.400000 0:26 add second child into first child ( temp 4-component vector of float) 0:26 'ColorOut' ( temp 4-component vector of float) 0:26 textureLod ( temp 4-component vector of float) 0:26 'g_sam' (layout( binding=0) uniform sampler2D) 0:26 Construct vec2 ( temp 2-component vector of float) 0:26 Constant: 0:26 0.400000 0:26 0.300000 0:26 0.000000 0:26 0.000000 0:26 direct index ( temp float) 0:26 Constant: 0:26 0.400000 0:26 0.300000 0:26 0.000000 0:26 0.000000 0:26 Constant: 0:26 3 (const int) 0:27 add second child into first child ( temp 4-component vector of float) 0:27 'ColorOut' ( temp 4-component vector of float) 0:27 textureLod ( temp 4-component vector of float) 0:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:27 Construct float ( temp float) 0:27 Constant: 0:27 0.500000 0:27 0.000000 0:27 0.000000 0:27 0.000000 0:27 direct index ( temp float) 0:27 Constant: 0:27 0.500000 0:27 0.000000 0:27 0.000000 0:27 0.000000 0:27 Constant: 0:27 3 (const int) 0:28 add second child into first child ( temp 4-component vector of float) 0:28 'ColorOut' ( temp 4-component vector of float) 0:28 textureLod ( temp 4-component vector of float) 0:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:28 Construct vec2 ( temp 2-component vector of float) 0:28 Constant: 0:28 0.500000 0:28 0.600000 0:28 0.000000 0:28 0.000000 0:28 direct index ( temp float) 0:28 Constant: 0:28 0.500000 0:28 0.600000 0:28 0.000000 0:28 0.000000 0:28 Constant: 0:28 3 (const int) 0:29 add second child into first child ( temp 4-component vector of float) 0:29 'ColorOut' ( temp 4-component vector of float) 0:29 textureLod ( temp 4-component vector of float) 0:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:29 Construct vec3 ( temp 3-component vector of float) 0:29 Constant: 0:29 0.500000 0:29 0.600000 0:29 0.400000 0:29 0.000000 0:29 direct index ( temp float) 0:29 Constant: 0:29 0.500000 0:29 0.600000 0:29 0.400000 0:29 0.000000 0:29 Constant: 0:29 3 (const int) 0:30 add second child into first child ( temp 4-component vector of float) 0:30 'ColorOut' ( temp 4-component vector of float) 0:30 textureLod ( temp 4-component vector of float) 0:30 'g_samCube' (layout( binding=4) uniform samplerCube) 0:30 Construct vec3 ( temp 3-component vector of float) 0:30 Constant: 0:30 0.500000 0:30 0.600000 0:30 0.400000 0:30 0.000000 0:30 direct index ( temp float) 0:30 Constant: 0:30 0.500000 0:30 0.600000 0:30 0.400000 0:30 0.000000 0:30 Constant: 0:30 3 (const int) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 Color: direct index for structure ( temp 4-component vector of float) 0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:32 Constant: 0:32 0 (const int) 0:32 divide ( temp 4-component vector of float) 0:32 'ColorOut' ( temp 4-component vector of float) 0:32 Constant: 0:32 10.000000 0:33 move second child to first child ( temp float) 0:33 Depth: direct index for structure ( temp float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.000000 0:35 Branch: Return with expression 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 Sequence 0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:15 Color: direct index for structure ( temp 4-component vector of float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 0 (const int) 0:15 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:15 Depth: direct index for structure ( temp float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 1 (const int) 0:? Linker Objects 0:? 'g_sam' (layout( binding=0) uniform sampler2D) 0:? 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:? 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:? 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:? 'g_samCube' (layout( binding=4) uniform samplerCube) 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 0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Parameters: 0:? Sequence 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of float) 0:18 'ColorOut' ( temp 4-component vector of float) 0:18 Constant: 0:18 0.000000 0:18 0.000000 0:18 0.000000 0:18 0.000000 0:20 add second child into first child ( temp 4-component vector of float) 0:20 'ColorOut' ( temp 4-component vector of float) 0:20 texture ( temp 4-component vector of float) 0:20 'g_sam' (layout( binding=0) uniform sampler2D) 0:20 Constant: 0:20 0.400000 0:20 0.300000 0:21 add second child into first child ( temp 4-component vector of float) 0:21 'ColorOut' ( temp 4-component vector of float) 0:21 texture ( temp 4-component vector of float) 0:21 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:21 Constant: 0:21 0.500000 0:22 add second child into first child ( temp 4-component vector of float) 0:22 'ColorOut' ( temp 4-component vector of float) 0:22 texture ( temp 4-component vector of float) 0:22 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:22 Constant: 0:22 0.500000 0:22 0.600000 0:23 add second child into first child ( temp 4-component vector of float) 0:23 'ColorOut' ( temp 4-component vector of float) 0:23 texture ( temp 4-component vector of float) 0:23 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:23 Constant: 0:23 0.500000 0:23 0.600000 0:23 0.400000 0:24 add second child into first child ( temp 4-component vector of float) 0:24 'ColorOut' ( temp 4-component vector of float) 0:24 texture ( temp 4-component vector of float) 0:24 'g_samCube' (layout( binding=4) uniform samplerCube) 0:24 Constant: 0:24 0.500000 0:24 0.600000 0:24 0.400000 0:26 add second child into first child ( temp 4-component vector of float) 0:26 'ColorOut' ( temp 4-component vector of float) 0:26 textureLod ( temp 4-component vector of float) 0:26 'g_sam' (layout( binding=0) uniform sampler2D) 0:26 Construct vec2 ( temp 2-component vector of float) 0:26 Constant: 0:26 0.400000 0:26 0.300000 0:26 0.000000 0:26 0.000000 0:26 direct index ( temp float) 0:26 Constant: 0:26 0.400000 0:26 0.300000 0:26 0.000000 0:26 0.000000 0:26 Constant: 0:26 3 (const int) 0:27 add second child into first child ( temp 4-component vector of float) 0:27 'ColorOut' ( temp 4-component vector of float) 0:27 textureLod ( temp 4-component vector of float) 0:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:27 Construct float ( temp float) 0:27 Constant: 0:27 0.500000 0:27 0.000000 0:27 0.000000 0:27 0.000000 0:27 direct index ( temp float) 0:27 Constant: 0:27 0.500000 0:27 0.000000 0:27 0.000000 0:27 0.000000 0:27 Constant: 0:27 3 (const int) 0:28 add second child into first child ( temp 4-component vector of float) 0:28 'ColorOut' ( temp 4-component vector of float) 0:28 textureLod ( temp 4-component vector of float) 0:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:28 Construct vec2 ( temp 2-component vector of float) 0:28 Constant: 0:28 0.500000 0:28 0.600000 0:28 0.000000 0:28 0.000000 0:28 direct index ( temp float) 0:28 Constant: 0:28 0.500000 0:28 0.600000 0:28 0.000000 0:28 0.000000 0:28 Constant: 0:28 3 (const int) 0:29 add second child into first child ( temp 4-component vector of float) 0:29 'ColorOut' ( temp 4-component vector of float) 0:29 textureLod ( temp 4-component vector of float) 0:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:29 Construct vec3 ( temp 3-component vector of float) 0:29 Constant: 0:29 0.500000 0:29 0.600000 0:29 0.400000 0:29 0.000000 0:29 direct index ( temp float) 0:29 Constant: 0:29 0.500000 0:29 0.600000 0:29 0.400000 0:29 0.000000 0:29 Constant: 0:29 3 (const int) 0:30 add second child into first child ( temp 4-component vector of float) 0:30 'ColorOut' ( temp 4-component vector of float) 0:30 textureLod ( temp 4-component vector of float) 0:30 'g_samCube' (layout( binding=4) uniform samplerCube) 0:30 Construct vec3 ( temp 3-component vector of float) 0:30 Constant: 0:30 0.500000 0:30 0.600000 0:30 0.400000 0:30 0.000000 0:30 direct index ( temp float) 0:30 Constant: 0:30 0.500000 0:30 0.600000 0:30 0.400000 0:30 0.000000 0:30 Constant: 0:30 3 (const int) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 Color: direct index for structure ( temp 4-component vector of float) 0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:32 Constant: 0:32 0 (const int) 0:32 divide ( temp 4-component vector of float) 0:32 'ColorOut' ( temp 4-component vector of float) 0:32 Constant: 0:32 10.000000 0:33 move second child to first child ( temp float) 0:33 Depth: direct index for structure ( temp float) 0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.000000 0:35 Branch: Return with expression 0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Definition: main( ( temp void) 0:15 Function Parameters: 0:? Sequence 0:15 Sequence 0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 move second child to first child ( temp 4-component vector of float) 0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 0:15 Color: direct index for structure ( temp 4-component vector of float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 0 (const int) 0:15 move second child to first child ( temp float) 0:? '@entryPointOutput.Depth' ( out float FragDepth) 0:15 Depth: direct index for structure ( temp float) 0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:15 Constant: 0:15 1 (const int) 0:? Linker Objects 0:? 'g_sam' (layout( binding=0) uniform sampler2D) 0:? 'g_sam1D' (layout( binding=1) uniform sampler1D) 0:? 'g_sam2D' (layout( binding=2) uniform sampler2D) 0:? 'g_sam3D' (layout( binding=3) uniform sampler3D) 0:? 'g_samCube' (layout( binding=4) uniform samplerCube) 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): 8000b // Id's are bound by 134 Capability Shader Capability Sampled1D 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 127 131 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 13 "ColorOut" Name 19 "g_sam" Name 31 "g_sam1D" Name 37 "g_sam2D" Name 47 "g_sam3D" Name 57 "g_samCube" Name 109 "psout" Name 124 "flattenTemp" Name 127 "@entryPointOutput.Color" Name 131 "@entryPointOutput.Depth" Decorate 19(g_sam) Binding 0 Decorate 19(g_sam) DescriptorSet 0 Decorate 31(g_sam1D) Binding 1 Decorate 31(g_sam1D) DescriptorSet 0 Decorate 37(g_sam2D) Binding 2 Decorate 37(g_sam2D) DescriptorSet 0 Decorate 47(g_sam3D) Binding 3 Decorate 47(g_sam3D) DescriptorSet 0 Decorate 57(g_samCube) Binding 4 Decorate 57(g_samCube) DescriptorSet 0 Decorate 127(@entryPointOutput.Color) Location 0 Decorate 131(@entryPointOutput.Depth) BuiltIn FragDepth 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: TypePointer Function 7(fvec4) 14: 6(float) Constant 0 15: 7(fvec4) ConstantComposite 14 14 14 14 16: TypeImage 6(float) 2D sampled format:Unknown 17: TypeSampledImage 16 18: TypePointer UniformConstant 17 19(g_sam): 18(ptr) Variable UniformConstant 21: TypeVector 6(float) 2 22: 6(float) Constant 1053609165 23: 6(float) Constant 1050253722 24: 21(fvec2) ConstantComposite 22 23 28: TypeImage 6(float) 1D sampled format:Unknown 29: TypeSampledImage 28 30: TypePointer UniformConstant 29 31(g_sam1D): 30(ptr) Variable UniformConstant 33: 6(float) Constant 1056964608 37(g_sam2D): 18(ptr) Variable UniformConstant 39: 6(float) Constant 1058642330 40: 21(fvec2) ConstantComposite 33 39 44: TypeImage 6(float) 3D sampled format:Unknown 45: TypeSampledImage 44 46: TypePointer UniformConstant 45 47(g_sam3D): 46(ptr) Variable UniformConstant 49: TypeVector 6(float) 3 50: 49(fvec3) ConstantComposite 33 39 22 54: TypeImage 6(float) Cube sampled format:Unknown 55: TypeSampledImage 54 56: TypePointer UniformConstant 55 57(g_samCube): 56(ptr) Variable UniformConstant 63: 7(fvec4) ConstantComposite 22 23 14 14 67: TypeInt 32 0 68: 67(int) Constant 3 74: 7(fvec4) ConstantComposite 33 14 14 14 81: 7(fvec4) ConstantComposite 33 39 14 14 90: 7(fvec4) ConstantComposite 33 39 22 14 108: TypePointer Function 8(PS_OUTPUT) 110: TypeInt 32 1 111: 110(int) Constant 0 113: 6(float) Constant 1092616192 117: 110(int) Constant 1 118: 6(float) Constant 1065353216 119: TypePointer Function 6(float) 126: TypePointer Output 7(fvec4) 127(@entryPointOutput.Color): 126(ptr) Variable Output 130: TypePointer Output 6(float) 131(@entryPointOutput.Depth): 130(ptr) Variable Output 4(main): 2 Function None 3 5: Label 124(flattenTemp): 108(ptr) Variable Function 125:8(PS_OUTPUT) FunctionCall 10(@main() Store 124(flattenTemp) 125 128: 12(ptr) AccessChain 124(flattenTemp) 111 129: 7(fvec4) Load 128 Store 127(@entryPointOutput.Color) 129 132: 119(ptr) AccessChain 124(flattenTemp) 117 133: 6(float) Load 132 Store 131(@entryPointOutput.Depth) 133 Return FunctionEnd 10(@main():8(PS_OUTPUT) Function None 9 11: Label 13(ColorOut): 12(ptr) Variable Function 109(psout): 108(ptr) Variable Function Store 13(ColorOut) 15 20: 17 Load 19(g_sam) 25: 7(fvec4) ImageSampleImplicitLod 20 24 26: 7(fvec4) Load 13(ColorOut) 27: 7(fvec4) FAdd 26 25 Store 13(ColorOut) 27 32: 29 Load 31(g_sam1D) 34: 7(fvec4) ImageSampleImplicitLod 32 33 35: 7(fvec4) Load 13(ColorOut) 36: 7(fvec4) FAdd 35 34 Store 13(ColorOut) 36 38: 17 Load 37(g_sam2D) 41: 7(fvec4) ImageSampleImplicitLod 38 40 42: 7(fvec4) Load 13(ColorOut) 43: 7(fvec4) FAdd 42 41 Store 13(ColorOut) 43 48: 45 Load 47(g_sam3D) 51: 7(fvec4) ImageSampleImplicitLod 48 50 52: 7(fvec4) Load 13(ColorOut) 53: 7(fvec4) FAdd 52 51 Store 13(ColorOut) 53 58: 55 Load 57(g_samCube) 59: 7(fvec4) ImageSampleImplicitLod 58 50 60: 7(fvec4) Load 13(ColorOut) 61: 7(fvec4) FAdd 60 59 Store 13(ColorOut) 61 62: 17 Load 19(g_sam) 64: 6(float) CompositeExtract 63 0 65: 6(float) CompositeExtract 63 1 66: 21(fvec2) CompositeConstruct 64 65 69: 6(float) CompositeExtract 63 3 70: 7(fvec4) ImageSampleExplicitLod 62 66 Lod 69 71: 7(fvec4) Load 13(ColorOut) 72: 7(fvec4) FAdd 71 70 Store 13(ColorOut) 72 73: 29 Load 31(g_sam1D) 75: 6(float) CompositeExtract 74 0 76: 6(float) CompositeExtract 74 3 77: 7(fvec4) ImageSampleExplicitLod 73 75 Lod 76 78: 7(fvec4) Load 13(ColorOut) 79: 7(fvec4) FAdd 78 77 Store 13(ColorOut) 79 80: 17 Load 37(g_sam2D) 82: 6(float) CompositeExtract 81 0 83: 6(float) CompositeExtract 81 1 84: 21(fvec2) CompositeConstruct 82 83 85: 6(float) CompositeExtract 81 3 86: 7(fvec4) ImageSampleExplicitLod 80 84 Lod 85 87: 7(fvec4) Load 13(ColorOut) 88: 7(fvec4) FAdd 87 86 Store 13(ColorOut) 88 89: 45 Load 47(g_sam3D) 91: 6(float) CompositeExtract 90 0 92: 6(float) CompositeExtract 90 1 93: 6(float) CompositeExtract 90 2 94: 49(fvec3) CompositeConstruct 91 92 93 95: 6(float) CompositeExtract 90 3 96: 7(fvec4) ImageSampleExplicitLod 89 94 Lod 95 97: 7(fvec4) Load 13(ColorOut) 98: 7(fvec4) FAdd 97 96 Store 13(ColorOut) 98 99: 55 Load 57(g_samCube) 100: 6(float) CompositeExtract 90 0 101: 6(float) CompositeExtract 90 1 102: 6(float) CompositeExtract 90 2 103: 49(fvec3) CompositeConstruct 100 101 102 104: 6(float) CompositeExtract 90 3 105: 7(fvec4) ImageSampleExplicitLod 99 103 Lod 104 106: 7(fvec4) Load 13(ColorOut) 107: 7(fvec4) FAdd 106 105 Store 13(ColorOut) 107 112: 7(fvec4) Load 13(ColorOut) 114: 7(fvec4) CompositeConstruct 113 113 113 113 115: 7(fvec4) FDiv 112 114 116: 12(ptr) AccessChain 109(psout) 111 Store 116 115 120: 119(ptr) AccessChain 109(psout) 117 Store 120 118 121:8(PS_OUTPUT) Load 109(psout) ReturnValue 121 FunctionEnd