| 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 |