Home | History | Annotate | Download | only in baseResults
      1 hlsl.sample.dx9.frag
      2 Shader version: 500
      3 gl_FragCoord origin is upper left
      4 using depth_any
      5 0:? Sequence
      6 0:15  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
      7 0:15    Function Parameters: 
      8 0:?     Sequence
      9 0:18      Sequence
     10 0:18        move second child to first child ( temp 4-component vector of float)
     11 0:18          'ColorOut' ( temp 4-component vector of float)
     12 0:?           Constant:
     13 0:?             0.000000
     14 0:?             0.000000
     15 0:?             0.000000
     16 0:?             0.000000
     17 0:20      add second child into first child ( temp 4-component vector of float)
     18 0:20        'ColorOut' ( temp 4-component vector of float)
     19 0:20        texture ( temp 4-component vector of float)
     20 0:20          'g_sam' (layout( binding=0) uniform sampler2D)
     21 0:?           Constant:
     22 0:?             0.400000
     23 0:?             0.300000
     24 0:21      add second child into first child ( temp 4-component vector of float)
     25 0:21        'ColorOut' ( temp 4-component vector of float)
     26 0:21        texture ( temp 4-component vector of float)
     27 0:21          'g_sam1D' (layout( binding=1) uniform sampler1D)
     28 0:21          Constant:
     29 0:21            0.500000
     30 0:22      add second child into first child ( temp 4-component vector of float)
     31 0:22        'ColorOut' ( temp 4-component vector of float)
     32 0:22        texture ( temp 4-component vector of float)
     33 0:22          'g_sam2D' (layout( binding=2) uniform sampler2D)
     34 0:?           Constant:
     35 0:?             0.500000
     36 0:?             0.600000
     37 0:23      add second child into first child ( temp 4-component vector of float)
     38 0:23        'ColorOut' ( temp 4-component vector of float)
     39 0:23        texture ( temp 4-component vector of float)
     40 0:23          'g_sam3D' (layout( binding=3) uniform sampler3D)
     41 0:?           Constant:
     42 0:?             0.500000
     43 0:?             0.600000
     44 0:?             0.400000
     45 0:24      add second child into first child ( temp 4-component vector of float)
     46 0:24        'ColorOut' ( temp 4-component vector of float)
     47 0:24        texture ( temp 4-component vector of float)
     48 0:24          'g_samCube' (layout( binding=4) uniform samplerCube)
     49 0:?           Constant:
     50 0:?             0.500000
     51 0:?             0.600000
     52 0:?             0.400000
     53 0:26      add second child into first child ( temp 4-component vector of float)
     54 0:26        'ColorOut' ( temp 4-component vector of float)
     55 0:26        textureLod ( temp 4-component vector of float)
     56 0:26          'g_sam' (layout( binding=0) uniform sampler2D)
     57 0:26          Construct vec2 ( temp 2-component vector of float)
     58 0:?             Constant:
     59 0:?               0.400000
     60 0:?               0.300000
     61 0:?               0.000000
     62 0:?               0.000000
     63 0:26          direct index ( temp float)
     64 0:?             Constant:
     65 0:?               0.400000
     66 0:?               0.300000
     67 0:?               0.000000
     68 0:?               0.000000
     69 0:26            Constant:
     70 0:26              3 (const int)
     71 0:27      add second child into first child ( temp 4-component vector of float)
     72 0:27        'ColorOut' ( temp 4-component vector of float)
     73 0:27        textureLod ( temp 4-component vector of float)
     74 0:27          'g_sam1D' (layout( binding=1) uniform sampler1D)
     75 0:27          Construct float ( temp float)
     76 0:?             Constant:
     77 0:?               0.500000
     78 0:?               0.000000
     79 0:?               0.000000
     80 0:?               0.000000
     81 0:27          direct index ( temp float)
     82 0:?             Constant:
     83 0:?               0.500000
     84 0:?               0.000000
     85 0:?               0.000000
     86 0:?               0.000000
     87 0:27            Constant:
     88 0:27              3 (const int)
     89 0:28      add second child into first child ( temp 4-component vector of float)
     90 0:28        'ColorOut' ( temp 4-component vector of float)
     91 0:28        textureLod ( temp 4-component vector of float)
     92 0:28          'g_sam2D' (layout( binding=2) uniform sampler2D)
     93 0:28          Construct vec2 ( temp 2-component vector of float)
     94 0:?             Constant:
     95 0:?               0.500000
     96 0:?               0.600000
     97 0:?               0.000000
     98 0:?               0.000000
     99 0:28          direct index ( temp float)
    100 0:?             Constant:
    101 0:?               0.500000
    102 0:?               0.600000
    103 0:?               0.000000
    104 0:?               0.000000
    105 0:28            Constant:
    106 0:28              3 (const int)
    107 0:29      add second child into first child ( temp 4-component vector of float)
    108 0:29        'ColorOut' ( temp 4-component vector of float)
    109 0:29        textureLod ( temp 4-component vector of float)
    110 0:29          'g_sam3D' (layout( binding=3) uniform sampler3D)
    111 0:29          Construct vec3 ( temp 3-component vector of float)
    112 0:?             Constant:
    113 0:?               0.500000
    114 0:?               0.600000
    115 0:?               0.400000
    116 0:?               0.000000
    117 0:29          direct index ( temp float)
    118 0:?             Constant:
    119 0:?               0.500000
    120 0:?               0.600000
    121 0:?               0.400000
    122 0:?               0.000000
    123 0:29            Constant:
    124 0:29              3 (const int)
    125 0:30      add second child into first child ( temp 4-component vector of float)
    126 0:30        'ColorOut' ( temp 4-component vector of float)
    127 0:30        textureLod ( temp 4-component vector of float)
    128 0:30          'g_samCube' (layout( binding=4) uniform samplerCube)
    129 0:30          Construct vec3 ( temp 3-component vector of float)
    130 0:?             Constant:
    131 0:?               0.500000
    132 0:?               0.600000
    133 0:?               0.400000
    134 0:?               0.000000
    135 0:30          direct index ( temp float)
    136 0:?             Constant:
    137 0:?               0.500000
    138 0:?               0.600000
    139 0:?               0.400000
    140 0:?               0.000000
    141 0:30            Constant:
    142 0:30              3 (const int)
    143 0:32      move second child to first child ( temp 4-component vector of float)
    144 0:32        Color: direct index for structure ( temp 4-component vector of float)
    145 0:32          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    146 0:32          Constant:
    147 0:32            0 (const int)
    148 0:32        divide ( temp 4-component vector of float)
    149 0:32          'ColorOut' ( temp 4-component vector of float)
    150 0:32          Constant:
    151 0:32            10.000000
    152 0:33      move second child to first child ( temp float)
    153 0:33        Depth: direct index for structure ( temp float)
    154 0:33          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    155 0:33          Constant:
    156 0:33            1 (const int)
    157 0:33        Constant:
    158 0:33          1.000000
    159 0:35      Branch: Return with expression
    160 0:35        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    161 0:15  Function Definition: main( ( temp void)
    162 0:15    Function Parameters: 
    163 0:?     Sequence
    164 0:15      Sequence
    165 0:15        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    166 0:15          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    167 0:15          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    168 0:15        move second child to first child ( temp 4-component vector of float)
    169 0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
    170 0:15          Color: direct index for structure ( temp 4-component vector of float)
    171 0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    172 0:15            Constant:
    173 0:15              0 (const int)
    174 0:15        move second child to first child ( temp float)
    175 0:?           '@entryPointOutput.Depth' ( out float FragDepth)
    176 0:15          Depth: direct index for structure ( temp float)
    177 0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    178 0:15            Constant:
    179 0:15              1 (const int)
    180 0:?   Linker Objects
    181 0:?     'g_sam' (layout( binding=0) uniform sampler2D)
    182 0:?     'g_sam1D' (layout( binding=1) uniform sampler1D)
    183 0:?     'g_sam2D' (layout( binding=2) uniform sampler2D)
    184 0:?     'g_sam3D' (layout( binding=3) uniform sampler3D)
    185 0:?     'g_samCube' (layout( binding=4) uniform samplerCube)
    186 0:?     '@entryPointOutput.Depth' ( out float FragDepth)
    187 0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
    188 
    189 
    190 Linked fragment stage:
    191 
    192 
    193 Shader version: 500
    194 gl_FragCoord origin is upper left
    195 using depth_any
    196 0:? Sequence
    197 0:15  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    198 0:15    Function Parameters: 
    199 0:?     Sequence
    200 0:18      Sequence
    201 0:18        move second child to first child ( temp 4-component vector of float)
    202 0:18          'ColorOut' ( temp 4-component vector of float)
    203 0:?           Constant:
    204 0:?             0.000000
    205 0:?             0.000000
    206 0:?             0.000000
    207 0:?             0.000000
    208 0:20      add second child into first child ( temp 4-component vector of float)
    209 0:20        'ColorOut' ( temp 4-component vector of float)
    210 0:20        texture ( temp 4-component vector of float)
    211 0:20          'g_sam' (layout( binding=0) uniform sampler2D)
    212 0:?           Constant:
    213 0:?             0.400000
    214 0:?             0.300000
    215 0:21      add second child into first child ( temp 4-component vector of float)
    216 0:21        'ColorOut' ( temp 4-component vector of float)
    217 0:21        texture ( temp 4-component vector of float)
    218 0:21          'g_sam1D' (layout( binding=1) uniform sampler1D)
    219 0:21          Constant:
    220 0:21            0.500000
    221 0:22      add second child into first child ( temp 4-component vector of float)
    222 0:22        'ColorOut' ( temp 4-component vector of float)
    223 0:22        texture ( temp 4-component vector of float)
    224 0:22          'g_sam2D' (layout( binding=2) uniform sampler2D)
    225 0:?           Constant:
    226 0:?             0.500000
    227 0:?             0.600000
    228 0:23      add second child into first child ( temp 4-component vector of float)
    229 0:23        'ColorOut' ( temp 4-component vector of float)
    230 0:23        texture ( temp 4-component vector of float)
    231 0:23          'g_sam3D' (layout( binding=3) uniform sampler3D)
    232 0:?           Constant:
    233 0:?             0.500000
    234 0:?             0.600000
    235 0:?             0.400000
    236 0:24      add second child into first child ( temp 4-component vector of float)
    237 0:24        'ColorOut' ( temp 4-component vector of float)
    238 0:24        texture ( temp 4-component vector of float)
    239 0:24          'g_samCube' (layout( binding=4) uniform samplerCube)
    240 0:?           Constant:
    241 0:?             0.500000
    242 0:?             0.600000
    243 0:?             0.400000
    244 0:26      add second child into first child ( temp 4-component vector of float)
    245 0:26        'ColorOut' ( temp 4-component vector of float)
    246 0:26        textureLod ( temp 4-component vector of float)
    247 0:26          'g_sam' (layout( binding=0) uniform sampler2D)
    248 0:26          Construct vec2 ( temp 2-component vector of float)
    249 0:?             Constant:
    250 0:?               0.400000
    251 0:?               0.300000
    252 0:?               0.000000
    253 0:?               0.000000
    254 0:26          direct index ( temp float)
    255 0:?             Constant:
    256 0:?               0.400000
    257 0:?               0.300000
    258 0:?               0.000000
    259 0:?               0.000000
    260 0:26            Constant:
    261 0:26              3 (const int)
    262 0:27      add second child into first child ( temp 4-component vector of float)
    263 0:27        'ColorOut' ( temp 4-component vector of float)
    264 0:27        textureLod ( temp 4-component vector of float)
    265 0:27          'g_sam1D' (layout( binding=1) uniform sampler1D)
    266 0:27          Construct float ( temp float)
    267 0:?             Constant:
    268 0:?               0.500000
    269 0:?               0.000000
    270 0:?               0.000000
    271 0:?               0.000000
    272 0:27          direct index ( temp float)
    273 0:?             Constant:
    274 0:?               0.500000
    275 0:?               0.000000
    276 0:?               0.000000
    277 0:?               0.000000
    278 0:27            Constant:
    279 0:27              3 (const int)
    280 0:28      add second child into first child ( temp 4-component vector of float)
    281 0:28        'ColorOut' ( temp 4-component vector of float)
    282 0:28        textureLod ( temp 4-component vector of float)
    283 0:28          'g_sam2D' (layout( binding=2) uniform sampler2D)
    284 0:28          Construct vec2 ( temp 2-component vector of float)
    285 0:?             Constant:
    286 0:?               0.500000
    287 0:?               0.600000
    288 0:?               0.000000
    289 0:?               0.000000
    290 0:28          direct index ( temp float)
    291 0:?             Constant:
    292 0:?               0.500000
    293 0:?               0.600000
    294 0:?               0.000000
    295 0:?               0.000000
    296 0:28            Constant:
    297 0:28              3 (const int)
    298 0:29      add second child into first child ( temp 4-component vector of float)
    299 0:29        'ColorOut' ( temp 4-component vector of float)
    300 0:29        textureLod ( temp 4-component vector of float)
    301 0:29          'g_sam3D' (layout( binding=3) uniform sampler3D)
    302 0:29          Construct vec3 ( temp 3-component vector of float)
    303 0:?             Constant:
    304 0:?               0.500000
    305 0:?               0.600000
    306 0:?               0.400000
    307 0:?               0.000000
    308 0:29          direct index ( temp float)
    309 0:?             Constant:
    310 0:?               0.500000
    311 0:?               0.600000
    312 0:?               0.400000
    313 0:?               0.000000
    314 0:29            Constant:
    315 0:29              3 (const int)
    316 0:30      add second child into first child ( temp 4-component vector of float)
    317 0:30        'ColorOut' ( temp 4-component vector of float)
    318 0:30        textureLod ( temp 4-component vector of float)
    319 0:30          'g_samCube' (layout( binding=4) uniform samplerCube)
    320 0:30          Construct vec3 ( temp 3-component vector of float)
    321 0:?             Constant:
    322 0:?               0.500000
    323 0:?               0.600000
    324 0:?               0.400000
    325 0:?               0.000000
    326 0:30          direct index ( temp float)
    327 0:?             Constant:
    328 0:?               0.500000
    329 0:?               0.600000
    330 0:?               0.400000
    331 0:?               0.000000
    332 0:30            Constant:
    333 0:30              3 (const int)
    334 0:32      move second child to first child ( temp 4-component vector of float)
    335 0:32        Color: direct index for structure ( temp 4-component vector of float)
    336 0:32          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    337 0:32          Constant:
    338 0:32            0 (const int)
    339 0:32        divide ( temp 4-component vector of float)
    340 0:32          'ColorOut' ( temp 4-component vector of float)
    341 0:32          Constant:
    342 0:32            10.000000
    343 0:33      move second child to first child ( temp float)
    344 0:33        Depth: direct index for structure ( temp float)
    345 0:33          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    346 0:33          Constant:
    347 0:33            1 (const int)
    348 0:33        Constant:
    349 0:33          1.000000
    350 0:35      Branch: Return with expression
    351 0:35        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    352 0:15  Function Definition: main( ( temp void)
    353 0:15    Function Parameters: 
    354 0:?     Sequence
    355 0:15      Sequence
    356 0:15        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    357 0:15          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    358 0:15          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    359 0:15        move second child to first child ( temp 4-component vector of float)
    360 0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
    361 0:15          Color: direct index for structure ( temp 4-component vector of float)
    362 0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    363 0:15            Constant:
    364 0:15              0 (const int)
    365 0:15        move second child to first child ( temp float)
    366 0:?           '@entryPointOutput.Depth' ( out float FragDepth)
    367 0:15          Depth: direct index for structure ( temp float)
    368 0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
    369 0:15            Constant:
    370 0:15              1 (const int)
    371 0:?   Linker Objects
    372 0:?     'g_sam' (layout( binding=0) uniform sampler2D)
    373 0:?     'g_sam1D' (layout( binding=1) uniform sampler1D)
    374 0:?     'g_sam2D' (layout( binding=2) uniform sampler2D)
    375 0:?     'g_sam3D' (layout( binding=3) uniform sampler3D)
    376 0:?     'g_samCube' (layout( binding=4) uniform samplerCube)
    377 0:?     '@entryPointOutput.Depth' ( out float FragDepth)
    378 0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
    379 
    380 // Module Version 10000
    381 // Generated by (magic number): 80007
    382 // Id's are bound by 135
    383 
    384                               Capability Shader
    385                               Capability Sampled1D
    386                2:             ExtInstImport  "GLSL.std.450"
    387                               MemoryModel Logical GLSL450
    388                               EntryPoint Fragment 5  "main" 128 132
    389                               ExecutionMode 5 OriginUpperLeft
    390                               ExecutionMode 5 DepthReplacing
    391                1:             String  ""
    392                               Source HLSL 500 1  "// OpModuleProcessed auto-map-locations
    393 // OpModuleProcessed auto-map-bindings
    394 // OpModuleProcessed entry-point main
    395 // OpModuleProcessed client vulkan100
    396 // OpModuleProcessed target-env vulkan1.0
    397 // OpModuleProcessed keep-uncalled
    398 // OpModuleProcessed hlsl-offsets
    399 #line 1
    400 "
    401                               Name 5  "main"
    402                               Name 9  "PS_OUTPUT"
    403                               MemberName 9(PS_OUTPUT) 0  "Color"
    404                               MemberName 9(PS_OUTPUT) 1  "Depth"
    405                               Name 11  "@main("
    406                               Name 14  "ColorOut"
    407                               Name 20  "g_sam"
    408                               Name 32  "g_sam1D"
    409                               Name 38  "g_sam2D"
    410                               Name 48  "g_sam3D"
    411                               Name 58  "g_samCube"
    412                               Name 110  "psout"
    413                               Name 125  "flattenTemp"
    414                               Name 128  "@entryPointOutput.Color"
    415                               Name 132  "@entryPointOutput.Depth"
    416                               Decorate 20(g_sam) DescriptorSet 0
    417                               Decorate 20(g_sam) Binding 0
    418                               Decorate 32(g_sam1D) DescriptorSet 0
    419                               Decorate 32(g_sam1D) Binding 1
    420                               Decorate 38(g_sam2D) DescriptorSet 0
    421                               Decorate 38(g_sam2D) Binding 2
    422                               Decorate 48(g_sam3D) DescriptorSet 0
    423                               Decorate 48(g_sam3D) Binding 3
    424                               Decorate 58(g_samCube) DescriptorSet 0
    425                               Decorate 58(g_samCube) Binding 4
    426                               Decorate 128(@entryPointOutput.Color) Location 0
    427                               Decorate 132(@entryPointOutput.Depth) BuiltIn FragDepth
    428                3:             TypeVoid
    429                4:             TypeFunction 3
    430                7:             TypeFloat 32
    431                8:             TypeVector 7(float) 4
    432     9(PS_OUTPUT):             TypeStruct 8(fvec4) 7(float)
    433               10:             TypeFunction 9(PS_OUTPUT)
    434               13:             TypePointer Function 8(fvec4)
    435               15:    7(float) Constant 0
    436               16:    8(fvec4) ConstantComposite 15 15 15 15
    437               17:             TypeImage 7(float) 2D sampled format:Unknown
    438               18:             TypeSampledImage 17
    439               19:             TypePointer UniformConstant 18
    440        20(g_sam):     19(ptr) Variable UniformConstant
    441               22:             TypeVector 7(float) 2
    442               23:    7(float) Constant 1053609165
    443               24:    7(float) Constant 1050253722
    444               25:   22(fvec2) ConstantComposite 23 24
    445               29:             TypeImage 7(float) 1D sampled format:Unknown
    446               30:             TypeSampledImage 29
    447               31:             TypePointer UniformConstant 30
    448      32(g_sam1D):     31(ptr) Variable UniformConstant
    449               34:    7(float) Constant 1056964608
    450      38(g_sam2D):     19(ptr) Variable UniformConstant
    451               40:    7(float) Constant 1058642330
    452               41:   22(fvec2) ConstantComposite 34 40
    453               45:             TypeImage 7(float) 3D sampled format:Unknown
    454               46:             TypeSampledImage 45
    455               47:             TypePointer UniformConstant 46
    456      48(g_sam3D):     47(ptr) Variable UniformConstant
    457               50:             TypeVector 7(float) 3
    458               51:   50(fvec3) ConstantComposite 34 40 23
    459               55:             TypeImage 7(float) Cube sampled format:Unknown
    460               56:             TypeSampledImage 55
    461               57:             TypePointer UniformConstant 56
    462    58(g_samCube):     57(ptr) Variable UniformConstant
    463               64:    8(fvec4) ConstantComposite 23 24 15 15
    464               68:             TypeInt 32 0
    465               69:     68(int) Constant 3
    466               75:    8(fvec4) ConstantComposite 34 15 15 15
    467               82:    8(fvec4) ConstantComposite 34 40 15 15
    468               91:    8(fvec4) ConstantComposite 34 40 23 15
    469              109:             TypePointer Function 9(PS_OUTPUT)
    470              111:             TypeInt 32 1
    471              112:    111(int) Constant 0
    472              114:    7(float) Constant 1092616192
    473              118:    111(int) Constant 1
    474              119:    7(float) Constant 1065353216
    475              120:             TypePointer Function 7(float)
    476              127:             TypePointer Output 8(fvec4)
    477 128(@entryPointOutput.Color):    127(ptr) Variable Output
    478              131:             TypePointer Output 7(float)
    479 132(@entryPointOutput.Depth):    131(ptr) Variable Output
    480          5(main):           3 Function None 4
    481                6:             Label
    482 125(flattenTemp):    109(ptr) Variable Function
    483                               Line 1 15 0
    484              126:9(PS_OUTPUT) FunctionCall 11(@main()
    485                               Store 125(flattenTemp) 126
    486              129:     13(ptr) AccessChain 125(flattenTemp) 112
    487              130:    8(fvec4) Load 129
    488                               Store 128(@entryPointOutput.Color) 130
    489              133:    120(ptr) AccessChain 125(flattenTemp) 118
    490              134:    7(float) Load 133
    491                               Store 132(@entryPointOutput.Depth) 134
    492                               Return
    493                               FunctionEnd
    494       11(@main():9(PS_OUTPUT) Function None 10
    495               12:             Label
    496     14(ColorOut):     13(ptr) Variable Function
    497       110(psout):    109(ptr) Variable Function
    498                               Line 1 18 0
    499                               Store 14(ColorOut) 16
    500                               Line 1 20 0
    501               21:          18 Load 20(g_sam)
    502               26:    8(fvec4) ImageSampleImplicitLod 21 25
    503               27:    8(fvec4) Load 14(ColorOut)
    504               28:    8(fvec4) FAdd 27 26
    505                               Store 14(ColorOut) 28
    506                               Line 1 21 0
    507               33:          30 Load 32(g_sam1D)
    508               35:    8(fvec4) ImageSampleImplicitLod 33 34
    509               36:    8(fvec4) Load 14(ColorOut)
    510               37:    8(fvec4) FAdd 36 35
    511                               Store 14(ColorOut) 37
    512                               Line 1 22 0
    513               39:          18 Load 38(g_sam2D)
    514               42:    8(fvec4) ImageSampleImplicitLod 39 41
    515               43:    8(fvec4) Load 14(ColorOut)
    516               44:    8(fvec4) FAdd 43 42
    517                               Store 14(ColorOut) 44
    518                               Line 1 23 0
    519               49:          46 Load 48(g_sam3D)
    520               52:    8(fvec4) ImageSampleImplicitLod 49 51
    521               53:    8(fvec4) Load 14(ColorOut)
    522               54:    8(fvec4) FAdd 53 52
    523                               Store 14(ColorOut) 54
    524                               Line 1 24 0
    525               59:          56 Load 58(g_samCube)
    526               60:    8(fvec4) ImageSampleImplicitLod 59 51
    527               61:    8(fvec4) Load 14(ColorOut)
    528               62:    8(fvec4) FAdd 61 60
    529                               Store 14(ColorOut) 62
    530                               Line 1 26 0
    531               63:          18 Load 20(g_sam)
    532               65:    7(float) CompositeExtract 64 0
    533               66:    7(float) CompositeExtract 64 1
    534               67:   22(fvec2) CompositeConstruct 65 66
    535               70:    7(float) CompositeExtract 64 3
    536               71:    8(fvec4) ImageSampleExplicitLod 63 67 Lod 70
    537               72:    8(fvec4) Load 14(ColorOut)
    538               73:    8(fvec4) FAdd 72 71
    539                               Store 14(ColorOut) 73
    540                               Line 1 27 0
    541               74:          30 Load 32(g_sam1D)
    542               76:    7(float) CompositeExtract 75 0
    543               77:    7(float) CompositeExtract 75 3
    544               78:    8(fvec4) ImageSampleExplicitLod 74 76 Lod 77
    545               79:    8(fvec4) Load 14(ColorOut)
    546               80:    8(fvec4) FAdd 79 78
    547                               Store 14(ColorOut) 80
    548                               Line 1 28 0
    549               81:          18 Load 38(g_sam2D)
    550               83:    7(float) CompositeExtract 82 0
    551               84:    7(float) CompositeExtract 82 1
    552               85:   22(fvec2) CompositeConstruct 83 84
    553               86:    7(float) CompositeExtract 82 3
    554               87:    8(fvec4) ImageSampleExplicitLod 81 85 Lod 86
    555               88:    8(fvec4) Load 14(ColorOut)
    556               89:    8(fvec4) FAdd 88 87
    557                               Store 14(ColorOut) 89
    558                               Line 1 29 0
    559               90:          46 Load 48(g_sam3D)
    560               92:    7(float) CompositeExtract 91 0
    561               93:    7(float) CompositeExtract 91 1
    562               94:    7(float) CompositeExtract 91 2
    563               95:   50(fvec3) CompositeConstruct 92 93 94
    564               96:    7(float) CompositeExtract 91 3
    565               97:    8(fvec4) ImageSampleExplicitLod 90 95 Lod 96
    566               98:    8(fvec4) Load 14(ColorOut)
    567               99:    8(fvec4) FAdd 98 97
    568                               Store 14(ColorOut) 99
    569                               Line 1 30 0
    570              100:          56 Load 58(g_samCube)
    571              101:    7(float) CompositeExtract 91 0
    572              102:    7(float) CompositeExtract 91 1
    573              103:    7(float) CompositeExtract 91 2
    574              104:   50(fvec3) CompositeConstruct 101 102 103
    575              105:    7(float) CompositeExtract 91 3
    576              106:    8(fvec4) ImageSampleExplicitLod 100 104 Lod 105
    577              107:    8(fvec4) Load 14(ColorOut)
    578              108:    8(fvec4) FAdd 107 106
    579                               Store 14(ColorOut) 108
    580                               Line 1 32 0
    581              113:    8(fvec4) Load 14(ColorOut)
    582              115:    8(fvec4) CompositeConstruct 114 114 114 114
    583              116:    8(fvec4) FDiv 113 115
    584              117:     13(ptr) AccessChain 110(psout) 112
    585                               Store 117 116
    586                               Line 1 33 0
    587              121:    120(ptr) AccessChain 110(psout) 118
    588                               Store 121 119
    589                               Line 1 35 0
    590              122:9(PS_OUTPUT) Load 110(psout)
    591                               ReturnValue 122
    592                               FunctionEnd
    593