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:? Scope 0:16 Sequence 0:16 Declare ( temp void) 0:16 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 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:? Scope 0:16 Sequence 0:16 Declare ( temp void) 0:16 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 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 135 Capability Shader Capability Sampled1D 2: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 5 "main" 128 132 ExecutionMode 5 OriginUpperLeft ExecutionMode 5 DepthReplacing 1: String "" Source HLSL 500 1 "// OpModuleProcessed auto-map-locations // OpModuleProcessed auto-map-bindings // OpModuleProcessed entry-point main // OpModuleProcessed client vulkan100 // OpModuleProcessed target-env vulkan1.0 // OpModuleProcessed keep-uncalled // OpModuleProcessed hlsl-offsets #line 1 " Name 5 "main" Name 9 "PS_OUTPUT" MemberName 9(PS_OUTPUT) 0 "Color" MemberName 9(PS_OUTPUT) 1 "Depth" Name 11 "@main(" Name 14 "psout" Name 16 "ColorOut" Name 22 "g_sam" Name 34 "g_sam1D" Name 40 "g_sam2D" Name 50 "g_sam3D" Name 60 "g_samCube" Name 125 "flattenTemp" Name 128 "@entryPointOutput.Color" Name 132 "@entryPointOutput.Depth" Decorate 22(g_sam) Binding 0 Decorate 22(g_sam) DescriptorSet 0 Decorate 34(g_sam1D) Binding 1 Decorate 34(g_sam1D) DescriptorSet 0 Decorate 40(g_sam2D) Binding 2 Decorate 40(g_sam2D) DescriptorSet 0 Decorate 50(g_sam3D) Binding 3 Decorate 50(g_sam3D) DescriptorSet 0 Decorate 60(g_samCube) Binding 4 Decorate 60(g_samCube) DescriptorSet 0 Decorate 128(@entryPointOutput.Color) Location 0 Decorate 132(@entryPointOutput.Depth) BuiltIn FragDepth 3: TypeVoid 4: TypeFunction 3 7: TypeFloat 32 8: TypeVector 7(float) 4 9(PS_OUTPUT): TypeStruct 8(fvec4) 7(float) 10: TypeFunction 9(PS_OUTPUT) 13: TypePointer Function 9(PS_OUTPUT) 15: TypePointer Function 8(fvec4) 17: 7(float) Constant 0 18: 8(fvec4) ConstantComposite 17 17 17 17 19: TypeImage 7(float) 2D sampled format:Unknown 20: TypeSampledImage 19 21: TypePointer UniformConstant 20 22(g_sam): 21(ptr) Variable UniformConstant 24: TypeVector 7(float) 2 25: 7(float) Constant 1053609165 26: 7(float) Constant 1050253722 27: 24(fvec2) ConstantComposite 25 26 31: TypeImage 7(float) 1D sampled format:Unknown 32: TypeSampledImage 31 33: TypePointer UniformConstant 32 34(g_sam1D): 33(ptr) Variable UniformConstant 36: 7(float) Constant 1056964608 40(g_sam2D): 21(ptr) Variable UniformConstant 42: 7(float) Constant 1058642330 43: 24(fvec2) ConstantComposite 36 42 47: TypeImage 7(float) 3D sampled format:Unknown 48: TypeSampledImage 47 49: TypePointer UniformConstant 48 50(g_sam3D): 49(ptr) Variable UniformConstant 52: TypeVector 7(float) 3 53: 52(fvec3) ConstantComposite 36 42 25 57: TypeImage 7(float) Cube sampled format:Unknown 58: TypeSampledImage 57 59: TypePointer UniformConstant 58 60(g_samCube): 59(ptr) Variable UniformConstant 66: 8(fvec4) ConstantComposite 25 26 17 17 70: TypeInt 32 0 71: 70(int) Constant 3 77: 8(fvec4) ConstantComposite 36 17 17 17 84: 8(fvec4) ConstantComposite 36 42 17 17 93: 8(fvec4) ConstantComposite 36 42 25 17 111: TypeInt 32 1 112: 111(int) Constant 0 114: 7(float) Constant 1092616192 118: 111(int) Constant 1 119: 7(float) Constant 1065353216 120: TypePointer Function 7(float) 127: TypePointer Output 8(fvec4) 128(@entryPointOutput.Color): 127(ptr) Variable Output 131: TypePointer Output 7(float) 132(@entryPointOutput.Depth): 131(ptr) Variable Output Line 1 15 1 5(main): 3 Function None 4 6: Label 125(flattenTemp): 13(ptr) Variable Function Line 1 15 0 126:9(PS_OUTPUT) FunctionCall 11(@main() Store 125(flattenTemp) 126 129: 15(ptr) AccessChain 125(flattenTemp) 112 130: 8(fvec4) Load 129 Store 128(@entryPointOutput.Color) 130 133: 120(ptr) AccessChain 125(flattenTemp) 118 134: 7(float) Load 133 Store 132(@entryPointOutput.Depth) 134 Return FunctionEnd Line 1 15 1 11(@main():9(PS_OUTPUT) Function None 10 12: Label 14(psout): 13(ptr) Variable Function 16(ColorOut): 15(ptr) Variable Function Line 1 18 0 Store 16(ColorOut) 18 Line 1 20 0 23: 20 Load 22(g_sam) 28: 8(fvec4) ImageSampleImplicitLod 23 27 29: 8(fvec4) Load 16(ColorOut) 30: 8(fvec4) FAdd 29 28 Store 16(ColorOut) 30 Line 1 21 0 35: 32 Load 34(g_sam1D) 37: 8(fvec4) ImageSampleImplicitLod 35 36 38: 8(fvec4) Load 16(ColorOut) 39: 8(fvec4) FAdd 38 37 Store 16(ColorOut) 39 Line 1 22 0 41: 20 Load 40(g_sam2D) 44: 8(fvec4) ImageSampleImplicitLod 41 43 45: 8(fvec4) Load 16(ColorOut) 46: 8(fvec4) FAdd 45 44 Store 16(ColorOut) 46 Line 1 23 0 51: 48 Load 50(g_sam3D) 54: 8(fvec4) ImageSampleImplicitLod 51 53 55: 8(fvec4) Load 16(ColorOut) 56: 8(fvec4) FAdd 55 54 Store 16(ColorOut) 56 Line 1 24 0 61: 58 Load 60(g_samCube) 62: 8(fvec4) ImageSampleImplicitLod 61 53 63: 8(fvec4) Load 16(ColorOut) 64: 8(fvec4) FAdd 63 62 Store 16(ColorOut) 64 Line 1 26 0 65: 20 Load 22(g_sam) 67: 7(float) CompositeExtract 66 0 68: 7(float) CompositeExtract 66 1 69: 24(fvec2) CompositeConstruct 67 68 72: 7(float) CompositeExtract 66 3 73: 8(fvec4) ImageSampleExplicitLod 65 69 Lod 72 74: 8(fvec4) Load 16(ColorOut) 75: 8(fvec4) FAdd 74 73 Store 16(ColorOut) 75 Line 1 27 0 76: 32 Load 34(g_sam1D) 78: 7(float) CompositeExtract 77 0 79: 7(float) CompositeExtract 77 3 80: 8(fvec4) ImageSampleExplicitLod 76 78 Lod 79 81: 8(fvec4) Load 16(ColorOut) 82: 8(fvec4) FAdd 81 80 Store 16(ColorOut) 82 Line 1 28 0 83: 20 Load 40(g_sam2D) 85: 7(float) CompositeExtract 84 0 86: 7(float) CompositeExtract 84 1 87: 24(fvec2) CompositeConstruct 85 86 88: 7(float) CompositeExtract 84 3 89: 8(fvec4) ImageSampleExplicitLod 83 87 Lod 88 90: 8(fvec4) Load 16(ColorOut) 91: 8(fvec4) FAdd 90 89 Store 16(ColorOut) 91 Line 1 29 0 92: 48 Load 50(g_sam3D) 94: 7(float) CompositeExtract 93 0 95: 7(float) CompositeExtract 93 1 96: 7(float) CompositeExtract 93 2 97: 52(fvec3) CompositeConstruct 94 95 96 98: 7(float) CompositeExtract 93 3 99: 8(fvec4) ImageSampleExplicitLod 92 97 Lod 98 100: 8(fvec4) Load 16(ColorOut) 101: 8(fvec4) FAdd 100 99 Store 16(ColorOut) 101 Line 1 30 0 102: 58 Load 60(g_samCube) 103: 7(float) CompositeExtract 93 0 104: 7(float) CompositeExtract 93 1 105: 7(float) CompositeExtract 93 2 106: 52(fvec3) CompositeConstruct 103 104 105 107: 7(float) CompositeExtract 93 3 108: 8(fvec4) ImageSampleExplicitLod 102 106 Lod 107 109: 8(fvec4) Load 16(ColorOut) 110: 8(fvec4) FAdd 109 108 Store 16(ColorOut) 110 Line 1 32 0 113: 8(fvec4) Load 16(ColorOut) 115: 8(fvec4) CompositeConstruct 114 114 114 114 116: 8(fvec4) FDiv 113 115 117: 15(ptr) AccessChain 14(psout) 112 Store 117 116 Line 1 33 0 121: 120(ptr) AccessChain 14(psout) 118 Store 121 119 Line 1 35 0 122:9(PS_OUTPUT) Load 14(psout) ReturnValue 122 FunctionEnd