yum-mirror/glslang
git clone https://git.yummers.dev/yum-mirror/glslang
36b4d078
main
1hlsl.sample.dx9.frag 2Shader version: 500 3gl_FragCoord origin is upper left 4using depth_any 50:? Sequence 60:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 70:15 Function Parameters: 80:? Sequence 90:18 Sequence 100:18 move second child to first child ( temp 4-component vector of float) 110:18 'ColorOut' ( temp 4-component vector of float) 120:18 Constant: 130:18 0.000000 140:18 0.000000 150:18 0.000000 160:18 0.000000 170:20 add second child into first child ( temp 4-component vector of float) 180:20 'ColorOut' ( temp 4-component vector of float) 190:20 texture ( temp 4-component vector of float) 200:20 'g_sam' (layout( binding=0) uniform sampler2D) 210:20 Constant: 220:20 0.400000 230:20 0.300000 240:21 add second child into first child ( temp 4-component vector of float) 250:21 'ColorOut' ( temp 4-component vector of float) 260:21 texture ( temp 4-component vector of float) 270:21 'g_sam1D' (layout( binding=1) uniform sampler1D) 280:21 Constant: 290:21 0.500000 300:22 add second child into first child ( temp 4-component vector of float) 310:22 'ColorOut' ( temp 4-component vector of float) 320:22 texture ( temp 4-component vector of float) 330:22 'g_sam2D' (layout( binding=2) uniform sampler2D) 340:22 Constant: 350:22 0.500000 360:22 0.600000 370:23 add second child into first child ( temp 4-component vector of float) 380:23 'ColorOut' ( temp 4-component vector of float) 390:23 texture ( temp 4-component vector of float) 400:23 'g_sam3D' (layout( binding=3) uniform sampler3D) 410:23 Constant: 420:23 0.500000 430:23 0.600000 440:23 0.400000 450:24 add second child into first child ( temp 4-component vector of float) 460:24 'ColorOut' ( temp 4-component vector of float) 470:24 texture ( temp 4-component vector of float) 480:24 'g_samCube' (layout( binding=4) uniform samplerCube) 490:24 Constant: 500:24 0.500000 510:24 0.600000 520:24 0.400000 530:26 add second child into first child ( temp 4-component vector of float) 540:26 'ColorOut' ( temp 4-component vector of float) 550:26 textureLod ( temp 4-component vector of float) 560:26 'g_sam' (layout( binding=0) uniform sampler2D) 570:26 Construct vec2 ( temp 2-component vector of float) 580:26 Constant: 590:26 0.400000 600:26 0.300000 610:26 0.000000 620:26 0.000000 630:26 direct index ( temp float) 640:26 Constant: 650:26 0.400000 660:26 0.300000 670:26 0.000000 680:26 0.000000 690:26 Constant: 700:26 3 (const int) 710:27 add second child into first child ( temp 4-component vector of float) 720:27 'ColorOut' ( temp 4-component vector of float) 730:27 textureLod ( temp 4-component vector of float) 740:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 750:27 Construct float ( temp float) 760:27 Constant: 770:27 0.500000 780:27 0.000000 790:27 0.000000 800:27 0.000000 810:27 direct index ( temp float) 820:27 Constant: 830:27 0.500000 840:27 0.000000 850:27 0.000000 860:27 0.000000 870:27 Constant: 880:27 3 (const int) 890:28 add second child into first child ( temp 4-component vector of float) 900:28 'ColorOut' ( temp 4-component vector of float) 910:28 textureLod ( temp 4-component vector of float) 920:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 930:28 Construct vec2 ( temp 2-component vector of float) 940:28 Constant: 950:28 0.500000 960:28 0.600000 970:28 0.000000 980:28 0.000000 990:28 direct index ( temp float) 1000:28 Constant: 1010:28 0.500000 1020:28 0.600000 1030:28 0.000000 1040:28 0.000000 1050:28 Constant: 1060:28 3 (const int) 1070:29 add second child into first child ( temp 4-component vector of float) 1080:29 'ColorOut' ( temp 4-component vector of float) 1090:29 textureLod ( temp 4-component vector of float) 1100:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 1110:29 Construct vec3 ( temp 3-component vector of float) 1120:29 Constant: 1130:29 0.500000 1140:29 0.600000 1150:29 0.400000 1160:29 0.000000 1170:29 direct index ( temp float) 1180:29 Constant: 1190:29 0.500000 1200:29 0.600000 1210:29 0.400000 1220:29 0.000000 1230:29 Constant: 1240:29 3 (const int) 1250:30 add second child into first child ( temp 4-component vector of float) 1260:30 'ColorOut' ( temp 4-component vector of float) 1270:30 textureLod ( temp 4-component vector of float) 1280:30 'g_samCube' (layout( binding=4) uniform samplerCube) 1290:30 Construct vec3 ( temp 3-component vector of float) 1300:30 Constant: 1310:30 0.500000 1320:30 0.600000 1330:30 0.400000 1340:30 0.000000 1350:30 direct index ( temp float) 1360:30 Constant: 1370:30 0.500000 1380:30 0.600000 1390:30 0.400000 1400:30 0.000000 1410:30 Constant: 1420:30 3 (const int) 1430:32 move second child to first child ( temp 4-component vector of float) 1440:32 Color: direct index for structure ( temp 4-component vector of float) 1450:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1460:32 Constant: 1470:32 0 (const int) 1480:32 divide ( temp 4-component vector of float) 1490:32 'ColorOut' ( temp 4-component vector of float) 1500:32 Constant: 1510:32 10.000000 1520:33 move second child to first child ( temp float) 1530:33 Depth: direct index for structure ( temp float) 1540:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1550:33 Constant: 1560:33 1 (const int) 1570:33 Constant: 1580:33 1.000000 1590:35 Branch: Return with expression 1600:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1610:15 Function Definition: main( ( temp void) 1620:15 Function Parameters: 1630:? Sequence 1640:15 Sequence 1650:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1660:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1670:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1680:15 move second child to first child ( temp 4-component vector of float) 1690:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 1700:15 Color: direct index for structure ( temp 4-component vector of float) 1710:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1720:15 Constant: 1730:15 0 (const int) 1740:15 move second child to first child ( temp float) 1750:? '@entryPointOutput.Depth' ( out float FragDepth) 1760:15 Depth: direct index for structure ( temp float) 1770:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1780:15 Constant: 1790:15 1 (const int) 1800:? Linker Objects 1810:? 'g_sam' (layout( binding=0) uniform sampler2D) 1820:? 'g_sam1D' (layout( binding=1) uniform sampler1D) 1830:? 'g_sam2D' (layout( binding=2) uniform sampler2D) 1840:? 'g_sam3D' (layout( binding=3) uniform sampler3D) 1850:? 'g_samCube' (layout( binding=4) uniform samplerCube) 1860:? '@entryPointOutput.Depth' ( out float FragDepth) 1870:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 188 189 190Linked fragment stage: 191 192 193Shader version: 500 194gl_FragCoord origin is upper left 195using depth_any 1960:? Sequence 1970:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 1980:15 Function Parameters: 1990:? Sequence 2000:18 Sequence 2010:18 move second child to first child ( temp 4-component vector of float) 2020:18 'ColorOut' ( temp 4-component vector of float) 2030:18 Constant: 2040:18 0.000000 2050:18 0.000000 2060:18 0.000000 2070:18 0.000000 2080:20 add second child into first child ( temp 4-component vector of float) 2090:20 'ColorOut' ( temp 4-component vector of float) 2100:20 texture ( temp 4-component vector of float) 2110:20 'g_sam' (layout( binding=0) uniform sampler2D) 2120:20 Constant: 2130:20 0.400000 2140:20 0.300000 2150:21 add second child into first child ( temp 4-component vector of float) 2160:21 'ColorOut' ( temp 4-component vector of float) 2170:21 texture ( temp 4-component vector of float) 2180:21 'g_sam1D' (layout( binding=1) uniform sampler1D) 2190:21 Constant: 2200:21 0.500000 2210:22 add second child into first child ( temp 4-component vector of float) 2220:22 'ColorOut' ( temp 4-component vector of float) 2230:22 texture ( temp 4-component vector of float) 2240:22 'g_sam2D' (layout( binding=2) uniform sampler2D) 2250:22 Constant: 2260:22 0.500000 2270:22 0.600000 2280:23 add second child into first child ( temp 4-component vector of float) 2290:23 'ColorOut' ( temp 4-component vector of float) 2300:23 texture ( temp 4-component vector of float) 2310:23 'g_sam3D' (layout( binding=3) uniform sampler3D) 2320:23 Constant: 2330:23 0.500000 2340:23 0.600000 2350:23 0.400000 2360:24 add second child into first child ( temp 4-component vector of float) 2370:24 'ColorOut' ( temp 4-component vector of float) 2380:24 texture ( temp 4-component vector of float) 2390:24 'g_samCube' (layout( binding=4) uniform samplerCube) 2400:24 Constant: 2410:24 0.500000 2420:24 0.600000 2430:24 0.400000 2440:26 add second child into first child ( temp 4-component vector of float) 2450:26 'ColorOut' ( temp 4-component vector of float) 2460:26 textureLod ( temp 4-component vector of float) 2470:26 'g_sam' (layout( binding=0) uniform sampler2D) 2480:26 Construct vec2 ( temp 2-component vector of float) 2490:26 Constant: 2500:26 0.400000 2510:26 0.300000 2520:26 0.000000 2530:26 0.000000 2540:26 direct index ( temp float) 2550:26 Constant: 2560:26 0.400000 2570:26 0.300000 2580:26 0.000000 2590:26 0.000000 2600:26 Constant: 2610:26 3 (const int) 2620:27 add second child into first child ( temp 4-component vector of float) 2630:27 'ColorOut' ( temp 4-component vector of float) 2640:27 textureLod ( temp 4-component vector of float) 2650:27 'g_sam1D' (layout( binding=1) uniform sampler1D) 2660:27 Construct float ( temp float) 2670:27 Constant: 2680:27 0.500000 2690:27 0.000000 2700:27 0.000000 2710:27 0.000000 2720:27 direct index ( temp float) 2730:27 Constant: 2740:27 0.500000 2750:27 0.000000 2760:27 0.000000 2770:27 0.000000 2780:27 Constant: 2790:27 3 (const int) 2800:28 add second child into first child ( temp 4-component vector of float) 2810:28 'ColorOut' ( temp 4-component vector of float) 2820:28 textureLod ( temp 4-component vector of float) 2830:28 'g_sam2D' (layout( binding=2) uniform sampler2D) 2840:28 Construct vec2 ( temp 2-component vector of float) 2850:28 Constant: 2860:28 0.500000 2870:28 0.600000 2880:28 0.000000 2890:28 0.000000 2900:28 direct index ( temp float) 2910:28 Constant: 2920:28 0.500000 2930:28 0.600000 2940:28 0.000000 2950:28 0.000000 2960:28 Constant: 2970:28 3 (const int) 2980:29 add second child into first child ( temp 4-component vector of float) 2990:29 'ColorOut' ( temp 4-component vector of float) 3000:29 textureLod ( temp 4-component vector of float) 3010:29 'g_sam3D' (layout( binding=3) uniform sampler3D) 3020:29 Construct vec3 ( temp 3-component vector of float) 3030:29 Constant: 3040:29 0.500000 3050:29 0.600000 3060:29 0.400000 3070:29 0.000000 3080:29 direct index ( temp float) 3090:29 Constant: 3100:29 0.500000 3110:29 0.600000 3120:29 0.400000 3130:29 0.000000 3140:29 Constant: 3150:29 3 (const int) 3160:30 add second child into first child ( temp 4-component vector of float) 3170:30 'ColorOut' ( temp 4-component vector of float) 3180:30 textureLod ( temp 4-component vector of float) 3190:30 'g_samCube' (layout( binding=4) uniform samplerCube) 3200:30 Construct vec3 ( temp 3-component vector of float) 3210:30 Constant: 3220:30 0.500000 3230:30 0.600000 3240:30 0.400000 3250:30 0.000000 3260:30 direct index ( temp float) 3270:30 Constant: 3280:30 0.500000 3290:30 0.600000 3300:30 0.400000 3310:30 0.000000 3320:30 Constant: 3330:30 3 (const int) 3340:32 move second child to first child ( temp 4-component vector of float) 3350:32 Color: direct index for structure ( temp 4-component vector of float) 3360:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 3370:32 Constant: 3380:32 0 (const int) 3390:32 divide ( temp 4-component vector of float) 3400:32 'ColorOut' ( temp 4-component vector of float) 3410:32 Constant: 3420:32 10.000000 3430:33 move second child to first child ( temp float) 3440:33 Depth: direct index for structure ( temp float) 3450:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 3460:33 Constant: 3470:33 1 (const int) 3480:33 Constant: 3490:33 1.000000 3500:35 Branch: Return with expression 3510:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 3520:15 Function Definition: main( ( temp void) 3530:15 Function Parameters: 3540:? Sequence 3550:15 Sequence 3560:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 3570:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 3580:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 3590:15 move second child to first child ( temp 4-component vector of float) 3600:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 3610:15 Color: direct index for structure ( temp 4-component vector of float) 3620:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 3630:15 Constant: 3640:15 0 (const int) 3650:15 move second child to first child ( temp float) 3660:? '@entryPointOutput.Depth' ( out float FragDepth) 3670:15 Depth: direct index for structure ( temp float) 3680:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 3690:15 Constant: 3700:15 1 (const int) 3710:? Linker Objects 3720:? 'g_sam' (layout( binding=0) uniform sampler2D) 3730:? 'g_sam1D' (layout( binding=1) uniform sampler1D) 3740:? 'g_sam2D' (layout( binding=2) uniform sampler2D) 3750:? 'g_sam3D' (layout( binding=3) uniform sampler3D) 3760:? 'g_samCube' (layout( binding=4) uniform samplerCube) 3770:? '@entryPointOutput.Depth' ( out float FragDepth) 3780:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float) 379 380// Module Version 10000 381// Generated by (magic number): 8000b 382// Id's are bound by 134 383 384 Capability Shader 385 Capability Sampled1D 386 1: ExtInstImport "GLSL.std.450" 387 MemoryModel Logical GLSL450 388 EntryPoint Fragment 4 "main" 127 131 389 ExecutionMode 4 OriginUpperLeft 390 ExecutionMode 4 DepthReplacing 391 Source HLSL 500 392 Name 4 "main" 393 Name 8 "PS_OUTPUT" 394 MemberName 8(PS_OUTPUT) 0 "Color" 395 MemberName 8(PS_OUTPUT) 1 "Depth" 396 Name 10 "@main(" 397 Name 13 "ColorOut" 398 Name 19 "g_sam" 399 Name 31 "g_sam1D" 400 Name 37 "g_sam2D" 401 Name 47 "g_sam3D" 402 Name 57 "g_samCube" 403 Name 109 "psout" 404 Name 124 "flattenTemp" 405 Name 127 "@entryPointOutput.Color" 406 Name 131 "@entryPointOutput.Depth" 407 Decorate 19(g_sam) Binding 0 408 Decorate 19(g_sam) DescriptorSet 0 409 Decorate 31(g_sam1D) Binding 1 410 Decorate 31(g_sam1D) DescriptorSet 0 411 Decorate 37(g_sam2D) Binding 2 412 Decorate 37(g_sam2D) DescriptorSet 0 413 Decorate 47(g_sam3D) Binding 3 414 Decorate 47(g_sam3D) DescriptorSet 0 415 Decorate 57(g_samCube) Binding 4 416 Decorate 57(g_samCube) DescriptorSet 0 417 Decorate 127(@entryPointOutput.Color) Location 0 418 Decorate 131(@entryPointOutput.Depth) BuiltIn FragDepth 419 2: TypeVoid 420 3: TypeFunction 2 421 6: TypeFloat 32 422 7: TypeVector 6(float) 4 423 8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float) 424 9: TypeFunction 8(PS_OUTPUT) 425 12: TypePointer Function 7(fvec4) 426 14: 6(float) Constant 0 427 15: 7(fvec4) ConstantComposite 14 14 14 14 428 16: TypeImage 6(float) 2D sampled format:Unknown 429 17: TypeSampledImage 16 430 18: TypePointer UniformConstant 17 431 19(g_sam): 18(ptr) Variable UniformConstant 432 21: TypeVector 6(float) 2 433 22: 6(float) Constant 1053609165 434 23: 6(float) Constant 1050253722 435 24: 21(fvec2) ConstantComposite 22 23 436 28: TypeImage 6(float) 1D sampled format:Unknown 437 29: TypeSampledImage 28 438 30: TypePointer UniformConstant 29 439 31(g_sam1D): 30(ptr) Variable UniformConstant 440 33: 6(float) Constant 1056964608 441 37(g_sam2D): 18(ptr) Variable UniformConstant 442 39: 6(float) Constant 1058642330 443 40: 21(fvec2) ConstantComposite 33 39 444 44: TypeImage 6(float) 3D sampled format:Unknown 445 45: TypeSampledImage 44 446 46: TypePointer UniformConstant 45 447 47(g_sam3D): 46(ptr) Variable UniformConstant 448 49: TypeVector 6(float) 3 449 50: 49(fvec3) ConstantComposite 33 39 22 450 54: TypeImage 6(float) Cube sampled format:Unknown 451 55: TypeSampledImage 54 452 56: TypePointer UniformConstant 55 453 57(g_samCube): 56(ptr) Variable UniformConstant 454 63: 7(fvec4) ConstantComposite 22 23 14 14 455 67: TypeInt 32 0 456 68: 67(int) Constant 3 457 74: 7(fvec4) ConstantComposite 33 14 14 14 458 81: 7(fvec4) ConstantComposite 33 39 14 14 459 90: 7(fvec4) ConstantComposite 33 39 22 14 460 108: TypePointer Function 8(PS_OUTPUT) 461 110: TypeInt 32 1 462 111: 110(int) Constant 0 463 113: 6(float) Constant 1092616192 464 117: 110(int) Constant 1 465 118: 6(float) Constant 1065353216 466 119: TypePointer Function 6(float) 467 126: TypePointer Output 7(fvec4) 468127(@entryPointOutput.Color): 126(ptr) Variable Output 469 130: TypePointer Output 6(float) 470131(@entryPointOutput.Depth): 130(ptr) Variable Output 471 4(main): 2 Function None 3 472 5: Label 473124(flattenTemp): 108(ptr) Variable Function 474 125:8(PS_OUTPUT) FunctionCall 10(@main() 475 Store 124(flattenTemp) 125 476 128: 12(ptr) AccessChain 124(flattenTemp) 111 477 129: 7(fvec4) Load 128 478 Store 127(@entryPointOutput.Color) 129 479 132: 119(ptr) AccessChain 124(flattenTemp) 117 480 133: 6(float) Load 132 481 Store 131(@entryPointOutput.Depth) 133 482 Return 483 FunctionEnd 484 10(@main():8(PS_OUTPUT) Function None 9 485 11: Label 486 13(ColorOut): 12(ptr) Variable Function 487 109(psout): 108(ptr) Variable Function 488 Store 13(ColorOut) 15 489 20: 17 Load 19(g_sam) 490 25: 7(fvec4) ImageSampleImplicitLod 20 24 491 26: 7(fvec4) Load 13(ColorOut) 492 27: 7(fvec4) FAdd 26 25 493 Store 13(ColorOut) 27 494 32: 29 Load 31(g_sam1D) 495 34: 7(fvec4) ImageSampleImplicitLod 32 33 496 35: 7(fvec4) Load 13(ColorOut) 497 36: 7(fvec4) FAdd 35 34 498 Store 13(ColorOut) 36 499 38: 17 Load 37(g_sam2D) 500 41: 7(fvec4) ImageSampleImplicitLod 38 40 501 42: 7(fvec4) Load 13(ColorOut) 502 43: 7(fvec4) FAdd 42 41 503 Store 13(ColorOut) 43 504 48: 45 Load 47(g_sam3D) 505 51: 7(fvec4) ImageSampleImplicitLod 48 50 506 52: 7(fvec4) Load 13(ColorOut) 507 53: 7(fvec4) FAdd 52 51 508 Store 13(ColorOut) 53 509 58: 55 Load 57(g_samCube) 510 59: 7(fvec4) ImageSampleImplicitLod 58 50 511 60: 7(fvec4) Load 13(ColorOut) 512 61: 7(fvec4) FAdd 60 59 513 Store 13(ColorOut) 61 514 62: 17 Load 19(g_sam) 515 64: 6(float) CompositeExtract 63 0 516 65: 6(float) CompositeExtract 63 1 517 66: 21(fvec2) CompositeConstruct 64 65 518 69: 6(float) CompositeExtract 63 3 519 70: 7(fvec4) ImageSampleExplicitLod 62 66 Lod 69 520 71: 7(fvec4) Load 13(ColorOut) 521 72: 7(fvec4) FAdd 71 70 522 Store 13(ColorOut) 72 523 73: 29 Load 31(g_sam1D) 524 75: 6(float) CompositeExtract 74 0 525 76: 6(float) CompositeExtract 74 3 526 77: 7(fvec4) ImageSampleExplicitLod 73 75 Lod 76 527 78: 7(fvec4) Load 13(ColorOut) 528 79: 7(fvec4) FAdd 78 77 529 Store 13(ColorOut) 79 530 80: 17 Load 37(g_sam2D) 531 82: 6(float) CompositeExtract 81 0 532 83: 6(float) CompositeExtract 81 1 533 84: 21(fvec2) CompositeConstruct 82 83 534 85: 6(float) CompositeExtract 81 3 535 86: 7(fvec4) ImageSampleExplicitLod 80 84 Lod 85 536 87: 7(fvec4) Load 13(ColorOut) 537 88: 7(fvec4) FAdd 87 86 538 Store 13(ColorOut) 88 539 89: 45 Load 47(g_sam3D) 540 91: 6(float) CompositeExtract 90 0 541 92: 6(float) CompositeExtract 90 1 542 93: 6(float) CompositeExtract 90 2 543 94: 49(fvec3) CompositeConstruct 91 92 93 544 95: 6(float) CompositeExtract 90 3 545 96: 7(fvec4) ImageSampleExplicitLod 89 94 Lod 95 546 97: 7(fvec4) Load 13(ColorOut) 547 98: 7(fvec4) FAdd 97 96 548 Store 13(ColorOut) 98 549 99: 55 Load 57(g_samCube) 550 100: 6(float) CompositeExtract 90 0 551 101: 6(float) CompositeExtract 90 1 552 102: 6(float) CompositeExtract 90 2 553 103: 49(fvec3) CompositeConstruct 100 101 102 554 104: 6(float) CompositeExtract 90 3 555 105: 7(fvec4) ImageSampleExplicitLod 99 103 Lod 104 556 106: 7(fvec4) Load 13(ColorOut) 557 107: 7(fvec4) FAdd 106 105 558 Store 13(ColorOut) 107 559 112: 7(fvec4) Load 13(ColorOut) 560 114: 7(fvec4) CompositeConstruct 113 113 113 113 561 115: 7(fvec4) FDiv 112 114 562 116: 12(ptr) AccessChain 109(psout) 111 563 Store 116 115 564 120: 119(ptr) AccessChain 109(psout) 117 565 Store 120 118 566 121:8(PS_OUTPUT) Load 109(psout) 567 ReturnValue 121 568 FunctionEnd