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