From 000c818efb6bf208b27eb22d6f3f20a18007c85d Mon Sep 17 00:00:00 2001 From: John Kessenich Date: Wed, 22 Mar 2017 23:21:34 -0600 Subject: [PATCH] HLSL: Allow use of $Global members in between function calls. This allows global initializers to use $Global members. --- Test/baseResults/hlsl.amend.frag.out | 201 +- Test/baseResults/hlsl.array.flatten.frag.out | 12 +- Test/baseResults/hlsl.array.frag.out | 40 +- Test/baseResults/hlsl.array.multidim.frag.out | 24 +- .../baseResults/hlsl.attribute.expression.comp.out | 12 +- Test/baseResults/hlsl.comparison.vec.frag.out | 4 +- Test/baseResults/hlsl.float4.frag.out | 12 +- .../hlsl.gatherRGBA.array.dx10.frag.out | 196 +- .../hlsl.gatherRGBA.basic.dx10.frag.out | 196 +- .../hlsl.gatherRGBA.offset.dx10.frag.out | 676 ++--- .../hlsl.gatherRGBA.offsetarray.dx10.frag.out | 676 ++--- .../hlsl.gathercmpRGBA.offset.dx10.frag.out | 52 +- .../hlsl.getdimensions.rw.dx10.frag.out | 4 +- .../hlsl.intrinsics.d3dcolortoubyte4.frag.out | 12 +- .../hlsl.intrinsics.promote.down.frag.out | 20 +- Test/baseResults/hlsl.intrinsics.promote.frag.out | 428 +-- .../hlsl.intrinsics.promote.outputs.frag.out | 12 +- Test/baseResults/hlsl.load.2dms.dx10.frag.out | 148 +- Test/baseResults/hlsl.load.array.dx10.frag.out | 100 +- Test/baseResults/hlsl.load.basic.dx10.frag.out | 148 +- Test/baseResults/hlsl.load.basic.dx10.vert.out | 148 +- Test/baseResults/hlsl.load.buffer.dx10.frag.out | 28 +- .../hlsl.load.buffer.float.dx10.frag.out | 28 +- Test/baseResults/hlsl.load.offset.dx10.frag.out | 220 +- .../hlsl.load.offsetarray.dx10.frag.out | 148 +- Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out | 28 +- .../hlsl.load.rwtexture.array.dx10.frag.out | 52 +- Test/baseResults/hlsl.load.rwtexture.dx10.frag.out | 76 +- Test/baseResults/hlsl.logical.binary.frag.out | 36 +- Test/baseResults/hlsl.logical.binary.vec.frag.out | 124 +- Test/baseResults/hlsl.logical.unary.frag.out | 68 +- Test/baseResults/hlsl.matType.frag.out | 4 +- Test/baseResults/hlsl.matrixindex.frag.out | 32 +- Test/baseResults/hlsl.mintypes.frag.out | 4 +- Test/baseResults/hlsl.params.default.frag.out | 28 +- .../hlsl.params.default.negative.frag.out | 28 +- Test/baseResults/hlsl.promote.binary.frag.out | 76 +- Test/baseResults/hlsl.promotions.frag.out | 740 +++--- Test/baseResults/hlsl.rw.atomics.frag.out | 2788 ++++++++++---------- Test/baseResults/hlsl.rw.bracket.frag.out | 412 +-- Test/baseResults/hlsl.rw.scalar.bracket.frag.out | 412 +-- Test/baseResults/hlsl.rw.vec2.bracket.frag.out | 412 +-- Test/baseResults/hlsl.stringtoken.frag.out | 4 +- Test/baseResults/hlsl.struct.frag.out | 4 +- Test/baseResults/hlsl.structIoFourWay.frag.out | 48 +- Test/baseResults/hlsl.tx.bracket.frag.out | 116 +- Test/baseResults/hlsl.typeGraphCopy.vert.out | 12 +- Test/hlsl.amend.frag | 2 +- glslang/Include/revision.h | 2 +- glslang/MachineIndependent/ParseContextBase.cpp | 44 +- glslang/MachineIndependent/ParseHelper.h | 7 +- hlsl/hlslParseHelper.cpp | 12 - hlsl/hlslParseHelper.h | 8 +- 53 files changed, 4566 insertions(+), 4558 deletions(-) diff --git a/Test/baseResults/hlsl.amend.frag.out b/Test/baseResults/hlsl.amend.frag.out index 8d5b2d1..a93643e 100755 --- a/Test/baseResults/hlsl.amend.frag.out +++ b/Test/baseResults/hlsl.amend.frag.out @@ -2,16 +2,28 @@ hlsl.amend.frag Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence +0:3 Sequence +0:3 move second child to first child ( temp 4-component vector of float) +0:3 'm' ( global 4-component vector of float) +0:3 vector-scale ( temp 4-component vector of float) +0:3 a: direct index for structure ( uniform 4-component vector of float) +0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) +0:3 Constant: +0:3 0 (const uint) +0:3 b: direct index for structure ( uniform float) +0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) +0:3 Constant: +0:3 1 (const uint) 0:5 Function Definition: @f1( ( temp void) 0:5 Function Parameters: 0:? Sequence 0:6 vector-scale ( temp 4-component vector of float) -0:6 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) -0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:6 a: direct index for structure ( uniform 4-component vector of float) +0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:6 Constant: 0:6 0 (const uint) -0:6 b: direct index for structure (layout( offset=16) uniform float) -0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:6 b: direct index for structure ( uniform float) +0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:6 Constant: 0:6 1 (const uint) 0:5 Function Definition: f1( ( temp void) @@ -24,19 +36,19 @@ gl_FragCoord origin is upper left 0:13 add ( temp float) 0:13 add ( temp float) 0:13 direct index ( temp float) -0:13 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:13 a: direct index for structure ( uniform 4-component vector of float) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:13 Constant: 0:13 0 (const uint) 0:13 Constant: 0:13 0 (const int) -0:13 b: direct index for structure (layout( offset=16) uniform float) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:13 b: direct index for structure ( uniform float) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:13 Constant: 0:13 1 (const uint) 0:13 direct index ( temp float) -0:13 c: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:13 c: direct index for structure ( uniform 3-component vector of float) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:13 Constant: 0:13 2 (const uint) 0:13 Constant: @@ -44,8 +56,8 @@ gl_FragCoord origin is upper left 0:17 Function Definition: f3( ( temp void) 0:17 Function Parameters: 0:? Sequence -0:18 c: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:18 c: direct index for structure ( uniform 3-component vector of float) +0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:18 Constant: 0:18 2 (const uint) 0:24 Function Definition: f4( ( temp void) @@ -53,16 +65,17 @@ gl_FragCoord origin is upper left 0:? Sequence 0:25 vector-scale ( temp 4-component vector of float) 0:25 Convert int to float ( temp float) -0:25 d: direct index for structure (layout( offset=44) uniform int) -0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:25 d: direct index for structure ( uniform int) +0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:25 Constant: 0:25 3 (const uint) -0:25 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) -0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:25 a: direct index for structure ( uniform 4-component vector of float) +0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:25 Constant: 0:25 0 (const uint) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) +0:? 'm' ( global 4-component vector of float) Linked fragment stage: @@ -71,16 +84,28 @@ Linked fragment stage: Shader version: 450 gl_FragCoord origin is upper left 0:? Sequence +0:3 Sequence +0:3 move second child to first child ( temp 4-component vector of float) +0:3 'm' ( global 4-component vector of float) +0:3 vector-scale ( temp 4-component vector of float) +0:3 a: direct index for structure ( uniform 4-component vector of float) +0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) +0:3 Constant: +0:3 0 (const uint) +0:3 b: direct index for structure ( uniform float) +0:3 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) +0:3 Constant: +0:3 1 (const uint) 0:5 Function Definition: @f1( ( temp void) 0:5 Function Parameters: 0:? Sequence 0:6 vector-scale ( temp 4-component vector of float) -0:6 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) -0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:6 a: direct index for structure ( uniform 4-component vector of float) +0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:6 Constant: 0:6 0 (const uint) -0:6 b: direct index for structure (layout( offset=16) uniform float) -0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:6 b: direct index for structure ( uniform float) +0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:6 Constant: 0:6 1 (const uint) 0:5 Function Definition: f1( ( temp void) @@ -93,19 +118,19 @@ gl_FragCoord origin is upper left 0:13 add ( temp float) 0:13 add ( temp float) 0:13 direct index ( temp float) -0:13 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:13 a: direct index for structure ( uniform 4-component vector of float) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:13 Constant: 0:13 0 (const uint) 0:13 Constant: 0:13 0 (const int) -0:13 b: direct index for structure (layout( offset=16) uniform float) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:13 b: direct index for structure ( uniform float) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:13 Constant: 0:13 1 (const uint) 0:13 direct index ( temp float) -0:13 c: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:13 c: direct index for structure ( uniform 3-component vector of float) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:13 Constant: 0:13 2 (const uint) 0:13 Constant: @@ -113,8 +138,8 @@ gl_FragCoord origin is upper left 0:17 Function Definition: f3( ( temp void) 0:17 Function Parameters: 0:? Sequence -0:18 c: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:18 c: direct index for structure ( uniform 3-component vector of float) +0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:18 Constant: 0:18 2 (const uint) 0:24 Function Definition: f4( ( temp void) @@ -122,20 +147,21 @@ gl_FragCoord origin is upper left 0:? Sequence 0:25 vector-scale ( temp 4-component vector of float) 0:25 Convert int to float ( temp float) -0:25 d: direct index for structure (layout( offset=44) uniform int) -0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:25 d: direct index for structure ( uniform int) +0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:25 Constant: 0:25 3 (const uint) -0:25 a: direct index for structure (layout( offset=0) uniform 4-component vector of float) -0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:25 a: direct index for structure ( uniform 4-component vector of float) +0:25 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) 0:25 Constant: 0:25 0 (const uint) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float a, layout( offset=16) uniform float b, layout( offset=32) uniform 3-component vector of float c, layout( offset=44) uniform int d, uniform int e}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float a, uniform float b, uniform 3-component vector of float c, uniform int d, uniform int e}) +0:? 'm' ( global 4-component vector of float) // Module Version 10000 // Generated by (magic number): 80001 -// Id's are bound by 50 +// Id's are bound by 57 Capability Shader 1: ExtInstImport "GLSL.std.450" @@ -147,62 +173,71 @@ gl_FragCoord origin is upper left Name 8 "f2(" Name 10 "f3(" Name 12 "f4(" - Name 18 "$Global" - MemberName 18($Global) 0 "a" - MemberName 18($Global) 1 "b" - MemberName 18($Global) 2 "c" - MemberName 18($Global) 3 "d" - MemberName 18($Global) 4 "e" - Name 20 "" - MemberDecorate 18($Global) 0 Offset 0 - MemberDecorate 18($Global) 1 Offset 16 - MemberDecorate 18($Global) 2 Offset 32 - MemberDecorate 18($Global) 3 Offset 44 - MemberDecorate 18($Global) 4 Offset 48 - Decorate 18($Global) Block - Decorate 20 DescriptorSet 0 + Name 17 "m" + Name 20 "$Global" + MemberName 20($Global) 0 "a" + MemberName 20($Global) 1 "b" + MemberName 20($Global) 2 "c" + MemberName 20($Global) 3 "d" + MemberName 20($Global) 4 "e" + Name 22 "" + MemberDecorate 20($Global) 0 Offset 0 + MemberDecorate 20($Global) 1 Offset 16 + MemberDecorate 20($Global) 2 Offset 32 + MemberDecorate 20($Global) 3 Offset 44 + MemberDecorate 20($Global) 4 Offset 48 + Decorate 20($Global) Block + Decorate 22 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 14: TypeFloat 32 15: TypeVector 14(float) 4 - 16: TypeVector 14(float) 3 - 17: TypeInt 32 1 - 18($Global): TypeStruct 15(fvec4) 14(float) 16(fvec3) 17(int) 17(int) - 19: TypePointer Uniform 18($Global) - 20: 19(ptr) Variable Uniform - 21: 17(int) Constant 0 - 22: TypePointer Uniform 15(fvec4) - 25: 17(int) Constant 1 - 26: TypePointer Uniform 14(float) - 31: TypeInt 32 0 - 32: 31(int) Constant 0 - 38: 17(int) Constant 2 - 42: 17(int) Constant 3 - 43: TypePointer Uniform 17(int) + 16: TypePointer Private 15(fvec4) + 17(m): 16(ptr) Variable Private + 18: TypeVector 14(float) 3 + 19: TypeInt 32 1 + 20($Global): TypeStruct 15(fvec4) 14(float) 18(fvec3) 19(int) 19(int) + 21: TypePointer Uniform 20($Global) + 22: 21(ptr) Variable Uniform + 23: 19(int) Constant 0 + 24: TypePointer Uniform 15(fvec4) + 27: 19(int) Constant 1 + 28: TypePointer Uniform 14(float) + 38: TypeInt 32 0 + 39: 38(int) Constant 0 + 45: 19(int) Constant 2 + 49: 19(int) Constant 3 + 50: TypePointer Uniform 19(int) 4(f1): 2 Function None 3 5: Label - 30: 2 FunctionCall 6(@f1() + 25: 24(ptr) AccessChain 22 23 + 26: 15(fvec4) Load 25 + 29: 28(ptr) AccessChain 22 27 + 30: 14(float) Load 29 + 31: 15(fvec4) VectorTimesScalar 26 30 + Store 17(m) 31 + 37: 2 FunctionCall 6(@f1() Return FunctionEnd 6(@f1(): 2 Function None 3 7: Label - 23: 22(ptr) AccessChain 20 21 - 24: 15(fvec4) Load 23 - 27: 26(ptr) AccessChain 20 25 - 28: 14(float) Load 27 - 29: 15(fvec4) VectorTimesScalar 24 28 + 32: 24(ptr) AccessChain 22 23 + 33: 15(fvec4) Load 32 + 34: 28(ptr) AccessChain 22 27 + 35: 14(float) Load 34 + 36: 15(fvec4) VectorTimesScalar 33 35 Return FunctionEnd 8(f2(): 2 Function None 3 9: Label - 33: 26(ptr) AccessChain 20 21 32 - 34: 14(float) Load 33 - 35: 26(ptr) AccessChain 20 25 - 36: 14(float) Load 35 - 37: 14(float) FAdd 34 36 - 39: 26(ptr) AccessChain 20 38 32 - 40: 14(float) Load 39 - 41: 14(float) FAdd 37 40 + 40: 28(ptr) AccessChain 22 23 39 + 41: 14(float) Load 40 + 42: 28(ptr) AccessChain 22 27 + 43: 14(float) Load 42 + 44: 14(float) FAdd 41 43 + 46: 28(ptr) AccessChain 22 45 39 + 47: 14(float) Load 46 + 48: 14(float) FAdd 44 47 Return FunctionEnd 10(f3(): 2 Function None 3 @@ -211,11 +246,11 @@ gl_FragCoord origin is upper left FunctionEnd 12(f4(): 2 Function None 3 13: Label - 44: 43(ptr) AccessChain 20 42 - 45: 17(int) Load 44 - 46: 14(float) ConvertSToF 45 - 47: 22(ptr) AccessChain 20 21 - 48: 15(fvec4) Load 47 - 49: 15(fvec4) VectorTimesScalar 48 46 + 51: 50(ptr) AccessChain 22 49 + 52: 19(int) Load 51 + 53: 14(float) ConvertSToF 52 + 54: 24(ptr) AccessChain 22 23 + 55: 15(fvec4) Load 54 + 56: 15(fvec4) VectorTimesScalar 55 53 Return FunctionEnd diff --git a/Test/baseResults/hlsl.array.flatten.frag.out b/Test/baseResults/hlsl.array.flatten.frag.out index ad1b445..1beb71f 100644 --- a/Test/baseResults/hlsl.array.flatten.frag.out +++ b/Test/baseResults/hlsl.array.flatten.frag.out @@ -86,8 +86,8 @@ gl_FragCoord origin is upper left 0:35 Sequence 0:35 move second child to first child ( temp 4-element array of float) 0:35 'local_float_array' ( temp 4-element array of float) -0:35 g_floats: direct index for structure (layout( offset=384) uniform 4-element array of float) -0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats}) +0:35 g_floats: direct index for structure ( uniform 4-element array of float) +0:35 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats}) 0:35 Constant: 0:35 2 (const uint) 0:37 move second child to first child ( temp 4-component vector of float) @@ -165,7 +165,7 @@ gl_FragCoord origin is upper left 0:? 'g_samp_explicit[0]' (layout( binding=5) uniform sampler) 0:? 'g_samp_explicit[1]' (layout( binding=6) uniform sampler) 0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats}) 0:? 'not_flattened_a' ( global 5-element array of int) 0:? 'color' (layout( location=0) out 4-component vector of float) @@ -260,8 +260,8 @@ gl_FragCoord origin is upper left 0:35 Sequence 0:35 move second child to first child ( temp 4-element array of float) 0:35 'local_float_array' ( temp 4-element array of float) -0:35 g_floats: direct index for structure (layout( offset=384) uniform 4-element array of float) -0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats}) +0:35 g_floats: direct index for structure ( uniform 4-element array of float) +0:35 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats}) 0:35 Constant: 0:35 2 (const uint) 0:37 move second child to first child ( temp 4-component vector of float) @@ -339,7 +339,7 @@ gl_FragCoord origin is upper left 0:? 'g_samp_explicit[0]' (layout( binding=5) uniform sampler) 0:? 'g_samp_explicit[1]' (layout( binding=6) uniform sampler) 0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats}) 0:? 'not_flattened_a' ( global 5-element array of int) 0:? 'color' (layout( location=0) out 4-component vector of float) diff --git a/Test/baseResults/hlsl.array.frag.out b/Test/baseResults/hlsl.array.frag.out index 12fcda6..58fa077 100755 --- a/Test/baseResults/hlsl.array.frag.out +++ b/Test/baseResults/hlsl.array.frag.out @@ -14,16 +14,16 @@ gl_FragCoord origin is upper left 0:10 add ( temp 4-component vector of float) 0:10 add ( temp 4-component vector of float) 0:10 add ( temp 4-component vector of float) -0:10 direct index (layout( offset=0) temp 4-component vector of float) -0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float) -0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) +0:10 direct index ( temp 4-component vector of float) +0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float) +0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 0 (const uint) 0:10 Constant: 0:10 1 (const int) -0:10 indirect index (layout( offset=0) temp 4-component vector of float) -0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float) -0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) +0:10 indirect index ( temp 4-component vector of float) +0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float) +0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 0 (const uint) 0:10 'i' ( in int) @@ -43,9 +43,9 @@ gl_FragCoord origin is upper left 0:10 'i' ( in int) 0:10 indirect index ( temp 4-component vector of float) 0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float) -0:10 indirect index (layout( offset=64) temp structure{ temp 7-element array of 4-component vector of float m}) -0:10 s: direct index for structure (layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m}) -0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) +0:10 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m}) +0:10 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m}) +0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 1 (const uint) 0:10 'i' ( in int) @@ -67,10 +67,10 @@ gl_FragCoord origin is upper left 0:? 'i' ( temp int) 0:? 'input' ( temp 3-element array of 4-component vector of float) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'i' (layout( location=0) in int) 0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) Linked fragment stage: @@ -91,16 +91,16 @@ gl_FragCoord origin is upper left 0:10 add ( temp 4-component vector of float) 0:10 add ( temp 4-component vector of float) 0:10 add ( temp 4-component vector of float) -0:10 direct index (layout( offset=0) temp 4-component vector of float) -0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float) -0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) +0:10 direct index ( temp 4-component vector of float) +0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float) +0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 0 (const uint) 0:10 Constant: 0:10 1 (const int) -0:10 indirect index (layout( offset=0) temp 4-component vector of float) -0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float) -0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) +0:10 indirect index ( temp 4-component vector of float) +0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float) +0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 0 (const uint) 0:10 'i' ( in int) @@ -120,9 +120,9 @@ gl_FragCoord origin is upper left 0:10 'i' ( in int) 0:10 indirect index ( temp 4-component vector of float) 0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float) -0:10 indirect index (layout( offset=64) temp structure{ temp 7-element array of 4-component vector of float m}) -0:10 s: direct index for structure (layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m}) -0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) +0:10 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m}) +0:10 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m}) +0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:10 Constant: 0:10 1 (const uint) 0:10 'i' ( in int) @@ -144,10 +144,10 @@ gl_FragCoord origin is upper left 0:? 'i' ( temp int) 0:? 'input' ( temp 3-element array of 4-component vector of float) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'i' (layout( location=0) in int) 0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.array.multidim.frag.out b/Test/baseResults/hlsl.array.multidim.frag.out index 66f6f54..e13399e 100644 --- a/Test/baseResults/hlsl.array.multidim.frag.out +++ b/Test/baseResults/hlsl.array.multidim.frag.out @@ -14,11 +14,11 @@ gl_FragCoord origin is upper left 0:14 Constant: 0:14 2 (const int) 0:14 Construct vec4 ( temp 4-component vector of float) -0:14 direct index (layout( offset=0) temp float) -0:14 direct index (layout( offset=0) temp 3-element array of float) -0:14 direct index (layout( offset=0) temp 4-element array of 3-element array of float) -0:14 float_array: direct index for structure (layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float) -0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array}) +0:14 direct index ( temp float) +0:14 direct index ( temp 3-element array of float) +0:14 direct index ( temp 4-element array of 3-element array of float) +0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float) +0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array}) 0:14 Constant: 0:14 0 (const uint) 0:14 Constant: @@ -61,8 +61,8 @@ gl_FragCoord origin is upper left 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array}) Linked fragment stage: @@ -83,11 +83,11 @@ gl_FragCoord origin is upper left 0:14 Constant: 0:14 2 (const int) 0:14 Construct vec4 ( temp 4-component vector of float) -0:14 direct index (layout( offset=0) temp float) -0:14 direct index (layout( offset=0) temp 3-element array of float) -0:14 direct index (layout( offset=0) temp 4-element array of 3-element array of float) -0:14 float_array: direct index for structure (layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float) -0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array}) +0:14 direct index ( temp float) +0:14 direct index ( temp 3-element array of float) +0:14 direct index ( temp 4-element array of 3-element array of float) +0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float) +0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array}) 0:14 Constant: 0:14 0 (const uint) 0:14 Constant: @@ -130,8 +130,8 @@ gl_FragCoord origin is upper left 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.attribute.expression.comp.out b/Test/baseResults/hlsl.attribute.expression.comp.out index d3c51a8..bd4e96b 100644 --- a/Test/baseResults/hlsl.attribute.expression.comp.out +++ b/Test/baseResults/hlsl.attribute.expression.comp.out @@ -14,8 +14,8 @@ local_size = (4, 6, 8) 0:11 Loop Condition 0:11 Compare Less Than ( temp bool) 0:11 'x' ( temp int) -0:11 bound: direct index for structure (layout( offset=0) uniform int) -0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound}) +0:11 bound: direct index for structure ( uniform int) +0:11 'anon@0' (layout( row_major std140) uniform block{ uniform int bound}) 0:11 Constant: 0:11 0 (const uint) 0:11 No loop body @@ -35,8 +35,8 @@ local_size = (4, 6, 8) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:9 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int bound}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound}) Linked compute stage: @@ -57,8 +57,8 @@ local_size = (4, 6, 8) 0:11 Loop Condition 0:11 Compare Less Than ( temp bool) 0:11 'x' ( temp int) -0:11 bound: direct index for structure (layout( offset=0) uniform int) -0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound}) +0:11 bound: direct index for structure ( uniform int) +0:11 'anon@0' (layout( row_major std140) uniform block{ uniform int bound}) 0:11 Constant: 0:11 0 (const uint) 0:11 No loop body @@ -78,8 +78,8 @@ local_size = (4, 6, 8) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:9 Function Call: @main( ( temp 4-component vector of float) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int bound}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.comparison.vec.frag.out b/Test/baseResults/hlsl.comparison.vec.frag.out index 70cc0bc..dacdb77 100644 --- a/Test/baseResults/hlsl.comparison.vec.frag.out +++ b/Test/baseResults/hlsl.comparison.vec.frag.out @@ -125,7 +125,7 @@ gl_FragCoord origin is upper left 0:30 Constant: 0:30 0 (const int) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float uf4}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float uf4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) @@ -258,7 +258,7 @@ gl_FragCoord origin is upper left 0:30 Constant: 0:30 0 (const int) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float uf4}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float uf4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 diff --git a/Test/baseResults/hlsl.float4.frag.out b/Test/baseResults/hlsl.float4.frag.out index c298b01..d14de7b 100755 --- a/Test/baseResults/hlsl.float4.frag.out +++ b/Test/baseResults/hlsl.float4.frag.out @@ -12,12 +12,12 @@ gl_FragCoord origin is upper left 0:10 Branch: Return with expression 0:10 component-wise multiply ( temp 4-component vector of float) 0:10 'input' ( in 4-component vector of float) -0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float) -0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) +0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float) +0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) 0:10 Constant: 0:10 0 (const uint) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) Linked fragment stage: @@ -34,12 +34,12 @@ gl_FragCoord origin is upper left 0:10 Branch: Return with expression 0:10 component-wise multiply ( temp 4-component vector of float) 0:10 'input' ( in 4-component vector of float) -0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float) -0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) +0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float) +0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) 0:10 Constant: 0:10 0 (const uint) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out index 29b9895..c918d99 100644 --- a/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out @@ -12,8 +12,8 @@ gl_FragCoord origin is upper left 0:33 Construct combined texture-sampler ( temp sampler2DArray) 0:33 'g_tTex2df4a' ( uniform texture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:33 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:33 c3: direct index for structure ( uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:33 Constant: 0:33 2 (const uint) 0:33 Constant: @@ -25,8 +25,8 @@ gl_FragCoord origin is upper left 0:34 Construct combined texture-sampler ( temp isampler2DArray) 0:34 'g_tTex2di4a' ( uniform itexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:34 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:34 c3: direct index for structure ( uniform 3-component vector of float) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:34 Constant: 0:34 2 (const uint) 0:34 Constant: @@ -38,8 +38,8 @@ gl_FragCoord origin is upper left 0:35 Construct combined texture-sampler ( temp usampler2DArray) 0:35 'g_tTex2du4a' ( uniform utexture2DArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:35 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:35 c3: direct index for structure ( uniform 3-component vector of float) +0:35 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:35 Constant: 0:35 2 (const uint) 0:35 Constant: @@ -51,8 +51,8 @@ gl_FragCoord origin is upper left 0:37 Construct combined texture-sampler ( temp sampler2DArray) 0:37 'g_tTex2df4a' ( uniform texture2DArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:37 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:37 c3: direct index for structure ( uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:37 Constant: 0:37 2 (const uint) 0:37 Constant: @@ -64,8 +64,8 @@ gl_FragCoord origin is upper left 0:38 Construct combined texture-sampler ( temp isampler2DArray) 0:38 'g_tTex2di4a' ( uniform itexture2DArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:38 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:38 c3: direct index for structure ( uniform 3-component vector of float) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:38 Constant: 0:38 2 (const uint) 0:38 Constant: @@ -77,8 +77,8 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler ( temp usampler2DArray) 0:39 'g_tTex2du4a' ( uniform utexture2DArray) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:39 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:39 c3: direct index for structure ( uniform 3-component vector of float) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:39 Constant: 0:39 2 (const uint) 0:39 Constant: @@ -90,8 +90,8 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler ( temp sampler2DArray) 0:41 'g_tTex2df4a' ( uniform texture2DArray) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:41 c3: direct index for structure ( uniform 3-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:41 Constant: 0:41 2 (const uint) 0:41 Constant: @@ -103,8 +103,8 @@ gl_FragCoord origin is upper left 0:42 Construct combined texture-sampler ( temp isampler2DArray) 0:42 'g_tTex2di4a' ( uniform itexture2DArray) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:42 c3: direct index for structure ( uniform 3-component vector of float) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: @@ -116,8 +116,8 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler ( temp usampler2DArray) 0:43 'g_tTex2du4a' ( uniform utexture2DArray) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:43 c3: direct index for structure ( uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: @@ -129,8 +129,8 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp sampler2DArray) 0:45 'g_tTex2df4a' ( uniform texture2DArray) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:45 c3: direct index for structure ( uniform 3-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:45 Constant: 0:45 2 (const uint) 0:45 Constant: @@ -142,8 +142,8 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp isampler2DArray) 0:46 'g_tTex2di4a' ( uniform itexture2DArray) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:46 c3: direct index for structure ( uniform 3-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:46 Constant: 0:46 2 (const uint) 0:46 Constant: @@ -155,8 +155,8 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp usampler2DArray) 0:47 'g_tTex2du4a' ( uniform utexture2DArray) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) -0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:47 c3: direct index for structure ( uniform 3-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: @@ -168,8 +168,8 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler ( temp samplerCubeArray) 0:51 'g_tTexcdf4a' ( uniform textureCubeArray) 0:51 'g_sSamp' (layout( binding=0) uniform sampler) -0:51 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:51 c4: direct index for structure ( uniform 4-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:51 Constant: 0:51 3 (const uint) 0:51 Constant: @@ -181,8 +181,8 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler ( temp isamplerCubeArray) 0:52 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) -0:52 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:52 c4: direct index for structure ( uniform 4-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:52 Constant: 0:52 3 (const uint) 0:52 Constant: @@ -194,8 +194,8 @@ gl_FragCoord origin is upper left 0:53 Construct combined texture-sampler ( temp usamplerCubeArray) 0:53 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) -0:53 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:53 c4: direct index for structure ( uniform 4-component vector of float) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:53 Constant: 0:53 3 (const uint) 0:53 Constant: @@ -207,8 +207,8 @@ gl_FragCoord origin is upper left 0:55 Construct combined texture-sampler ( temp samplerCubeArray) 0:55 'g_tTexcdf4a' ( uniform textureCubeArray) 0:55 'g_sSamp' (layout( binding=0) uniform sampler) -0:55 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:55 c4: direct index for structure ( uniform 4-component vector of float) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:55 Constant: 0:55 3 (const uint) 0:55 Constant: @@ -220,8 +220,8 @@ gl_FragCoord origin is upper left 0:56 Construct combined texture-sampler ( temp isamplerCubeArray) 0:56 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:56 'g_sSamp' (layout( binding=0) uniform sampler) -0:56 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:56 c4: direct index for structure ( uniform 4-component vector of float) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:56 Constant: 0:56 3 (const uint) 0:56 Constant: @@ -233,8 +233,8 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler ( temp usamplerCubeArray) 0:57 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:57 'g_sSamp' (layout( binding=0) uniform sampler) -0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:57 c4: direct index for structure ( uniform 4-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: @@ -246,8 +246,8 @@ gl_FragCoord origin is upper left 0:59 Construct combined texture-sampler ( temp samplerCubeArray) 0:59 'g_tTexcdf4a' ( uniform textureCubeArray) 0:59 'g_sSamp' (layout( binding=0) uniform sampler) -0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:59 c4: direct index for structure ( uniform 4-component vector of float) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: @@ -259,8 +259,8 @@ gl_FragCoord origin is upper left 0:60 Construct combined texture-sampler ( temp isamplerCubeArray) 0:60 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:60 'g_sSamp' (layout( binding=0) uniform sampler) -0:60 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:60 c4: direct index for structure ( uniform 4-component vector of float) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:60 Constant: 0:60 3 (const uint) 0:60 Constant: @@ -272,8 +272,8 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler ( temp usamplerCubeArray) 0:61 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:61 'g_sSamp' (layout( binding=0) uniform sampler) -0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:61 c4: direct index for structure ( uniform 4-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Constant: @@ -285,8 +285,8 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler ( temp samplerCubeArray) 0:63 'g_tTexcdf4a' ( uniform textureCubeArray) 0:63 'g_sSamp' (layout( binding=0) uniform sampler) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:63 c4: direct index for structure ( uniform 4-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: @@ -298,8 +298,8 @@ gl_FragCoord origin is upper left 0:64 Construct combined texture-sampler ( temp isamplerCubeArray) 0:64 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:64 'g_sSamp' (layout( binding=0) uniform sampler) -0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:64 c4: direct index for structure ( uniform 4-component vector of float) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: @@ -311,8 +311,8 @@ gl_FragCoord origin is upper left 0:65 Construct combined texture-sampler ( temp usamplerCubeArray) 0:65 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:65 'g_sSamp' (layout( binding=0) uniform sampler) -0:65 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:65 c4: direct index for structure ( uniform 4-component vector of float) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:65 Constant: 0:65 3 (const uint) 0:65 Constant: @@ -367,9 +367,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) Linked fragment stage: @@ -388,8 +388,8 @@ gl_FragCoord origin is upper left 0:33 Construct combined texture-sampler ( temp sampler2DArray) 0:33 'g_tTex2df4a' ( uniform texture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) -0:33 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:33 c3: direct index for structure ( uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:33 Constant: 0:33 2 (const uint) 0:33 Constant: @@ -401,8 +401,8 @@ gl_FragCoord origin is upper left 0:34 Construct combined texture-sampler ( temp isampler2DArray) 0:34 'g_tTex2di4a' ( uniform itexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) -0:34 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:34 c3: direct index for structure ( uniform 3-component vector of float) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:34 Constant: 0:34 2 (const uint) 0:34 Constant: @@ -414,8 +414,8 @@ gl_FragCoord origin is upper left 0:35 Construct combined texture-sampler ( temp usampler2DArray) 0:35 'g_tTex2du4a' ( uniform utexture2DArray) 0:35 'g_sSamp' (layout( binding=0) uniform sampler) -0:35 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:35 c3: direct index for structure ( uniform 3-component vector of float) +0:35 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:35 Constant: 0:35 2 (const uint) 0:35 Constant: @@ -427,8 +427,8 @@ gl_FragCoord origin is upper left 0:37 Construct combined texture-sampler ( temp sampler2DArray) 0:37 'g_tTex2df4a' ( uniform texture2DArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) -0:37 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:37 c3: direct index for structure ( uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:37 Constant: 0:37 2 (const uint) 0:37 Constant: @@ -440,8 +440,8 @@ gl_FragCoord origin is upper left 0:38 Construct combined texture-sampler ( temp isampler2DArray) 0:38 'g_tTex2di4a' ( uniform itexture2DArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) -0:38 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:38 c3: direct index for structure ( uniform 3-component vector of float) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:38 Constant: 0:38 2 (const uint) 0:38 Constant: @@ -453,8 +453,8 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler ( temp usampler2DArray) 0:39 'g_tTex2du4a' ( uniform utexture2DArray) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:39 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:39 c3: direct index for structure ( uniform 3-component vector of float) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:39 Constant: 0:39 2 (const uint) 0:39 Constant: @@ -466,8 +466,8 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler ( temp sampler2DArray) 0:41 'g_tTex2df4a' ( uniform texture2DArray) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:41 c3: direct index for structure ( uniform 3-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:41 Constant: 0:41 2 (const uint) 0:41 Constant: @@ -479,8 +479,8 @@ gl_FragCoord origin is upper left 0:42 Construct combined texture-sampler ( temp isampler2DArray) 0:42 'g_tTex2di4a' ( uniform itexture2DArray) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:42 c3: direct index for structure ( uniform 3-component vector of float) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: @@ -492,8 +492,8 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler ( temp usampler2DArray) 0:43 'g_tTex2du4a' ( uniform utexture2DArray) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:43 c3: direct index for structure ( uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: @@ -505,8 +505,8 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp sampler2DArray) 0:45 'g_tTex2df4a' ( uniform texture2DArray) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:45 c3: direct index for structure ( uniform 3-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:45 Constant: 0:45 2 (const uint) 0:45 Constant: @@ -518,8 +518,8 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp isampler2DArray) 0:46 'g_tTex2di4a' ( uniform itexture2DArray) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:46 c3: direct index for structure ( uniform 3-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:46 Constant: 0:46 2 (const uint) 0:46 Constant: @@ -531,8 +531,8 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp usampler2DArray) 0:47 'g_tTex2du4a' ( uniform utexture2DArray) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) -0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:47 c3: direct index for structure ( uniform 3-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: @@ -544,8 +544,8 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler ( temp samplerCubeArray) 0:51 'g_tTexcdf4a' ( uniform textureCubeArray) 0:51 'g_sSamp' (layout( binding=0) uniform sampler) -0:51 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:51 c4: direct index for structure ( uniform 4-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:51 Constant: 0:51 3 (const uint) 0:51 Constant: @@ -557,8 +557,8 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler ( temp isamplerCubeArray) 0:52 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) -0:52 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:52 c4: direct index for structure ( uniform 4-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:52 Constant: 0:52 3 (const uint) 0:52 Constant: @@ -570,8 +570,8 @@ gl_FragCoord origin is upper left 0:53 Construct combined texture-sampler ( temp usamplerCubeArray) 0:53 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) -0:53 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:53 c4: direct index for structure ( uniform 4-component vector of float) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:53 Constant: 0:53 3 (const uint) 0:53 Constant: @@ -583,8 +583,8 @@ gl_FragCoord origin is upper left 0:55 Construct combined texture-sampler ( temp samplerCubeArray) 0:55 'g_tTexcdf4a' ( uniform textureCubeArray) 0:55 'g_sSamp' (layout( binding=0) uniform sampler) -0:55 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:55 c4: direct index for structure ( uniform 4-component vector of float) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:55 Constant: 0:55 3 (const uint) 0:55 Constant: @@ -596,8 +596,8 @@ gl_FragCoord origin is upper left 0:56 Construct combined texture-sampler ( temp isamplerCubeArray) 0:56 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:56 'g_sSamp' (layout( binding=0) uniform sampler) -0:56 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:56 c4: direct index for structure ( uniform 4-component vector of float) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:56 Constant: 0:56 3 (const uint) 0:56 Constant: @@ -609,8 +609,8 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler ( temp usamplerCubeArray) 0:57 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:57 'g_sSamp' (layout( binding=0) uniform sampler) -0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:57 c4: direct index for structure ( uniform 4-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: @@ -622,8 +622,8 @@ gl_FragCoord origin is upper left 0:59 Construct combined texture-sampler ( temp samplerCubeArray) 0:59 'g_tTexcdf4a' ( uniform textureCubeArray) 0:59 'g_sSamp' (layout( binding=0) uniform sampler) -0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:59 c4: direct index for structure ( uniform 4-component vector of float) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: @@ -635,8 +635,8 @@ gl_FragCoord origin is upper left 0:60 Construct combined texture-sampler ( temp isamplerCubeArray) 0:60 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:60 'g_sSamp' (layout( binding=0) uniform sampler) -0:60 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:60 c4: direct index for structure ( uniform 4-component vector of float) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:60 Constant: 0:60 3 (const uint) 0:60 Constant: @@ -648,8 +648,8 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler ( temp usamplerCubeArray) 0:61 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:61 'g_sSamp' (layout( binding=0) uniform sampler) -0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:61 c4: direct index for structure ( uniform 4-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Constant: @@ -661,8 +661,8 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler ( temp samplerCubeArray) 0:63 'g_tTexcdf4a' ( uniform textureCubeArray) 0:63 'g_sSamp' (layout( binding=0) uniform sampler) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:63 c4: direct index for structure ( uniform 4-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: @@ -674,8 +674,8 @@ gl_FragCoord origin is upper left 0:64 Construct combined texture-sampler ( temp isamplerCubeArray) 0:64 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:64 'g_sSamp' (layout( binding=0) uniform sampler) -0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:64 c4: direct index for structure ( uniform 4-component vector of float) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: @@ -687,8 +687,8 @@ gl_FragCoord origin is upper left 0:65 Construct combined texture-sampler ( temp usamplerCubeArray) 0:65 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:65 'g_sSamp' (layout( binding=0) uniform sampler) -0:65 c4: direct index for structure (layout( offset=32) uniform 4-component vector of float) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:65 c4: direct index for structure ( uniform 4-component vector of float) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:65 Constant: 0:65 3 (const uint) 0:65 Constant: @@ -743,9 +743,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out index b691d14..7bd005a 100644 --- a/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out @@ -12,8 +12,8 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler ( temp sampler2D) 0:39 'g_tTex2df4' ( uniform texture2D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:39 c2: direct index for structure ( uniform 2-component vector of float) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: @@ -25,8 +25,8 @@ gl_FragCoord origin is upper left 0:40 Construct combined texture-sampler ( temp isampler2D) 0:40 'g_tTex2di4' ( uniform itexture2D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:40 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:40 c2: direct index for structure ( uniform 2-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:40 Constant: 0:40 1 (const uint) 0:40 Constant: @@ -38,8 +38,8 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler ( temp usampler2D) 0:41 'g_tTex2du4' ( uniform utexture2D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:41 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:41 c2: direct index for structure ( uniform 2-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:41 Constant: 0:41 1 (const uint) 0:41 Constant: @@ -51,8 +51,8 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler ( temp sampler2D) 0:43 'g_tTex2df4' ( uniform texture2D) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:43 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:43 c2: direct index for structure ( uniform 2-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:43 Constant: 0:43 1 (const uint) 0:43 Constant: @@ -64,8 +64,8 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler ( temp isampler2D) 0:44 'g_tTex2di4' ( uniform itexture2D) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:44 c2: direct index for structure ( uniform 2-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:44 Constant: 0:44 1 (const uint) 0:44 Constant: @@ -77,8 +77,8 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp usampler2D) 0:45 'g_tTex2du4' ( uniform utexture2D) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:45 c2: direct index for structure ( uniform 2-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:45 Constant: 0:45 1 (const uint) 0:45 Constant: @@ -90,8 +90,8 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp sampler2D) 0:47 'g_tTex2df4' ( uniform texture2D) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) -0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:47 c2: direct index for structure ( uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:47 Constant: 0:47 1 (const uint) 0:47 Constant: @@ -103,8 +103,8 @@ gl_FragCoord origin is upper left 0:48 Construct combined texture-sampler ( temp isampler2D) 0:48 'g_tTex2di4' ( uniform itexture2D) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) -0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:48 c2: direct index for structure ( uniform 2-component vector of float) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:48 Constant: 0:48 1 (const uint) 0:48 Constant: @@ -116,8 +116,8 @@ gl_FragCoord origin is upper left 0:49 Construct combined texture-sampler ( temp usampler2D) 0:49 'g_tTex2du4' ( uniform utexture2D) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) -0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:49 c2: direct index for structure ( uniform 2-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:49 Constant: 0:49 1 (const uint) 0:49 Constant: @@ -129,8 +129,8 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler ( temp sampler2D) 0:51 'g_tTex2df4' ( uniform texture2D) 0:51 'g_sSamp' (layout( binding=0) uniform sampler) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:51 c2: direct index for structure ( uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: @@ -142,8 +142,8 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler ( temp isampler2D) 0:52 'g_tTex2di4' ( uniform itexture2D) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:52 c2: direct index for structure ( uniform 2-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: @@ -155,8 +155,8 @@ gl_FragCoord origin is upper left 0:53 Construct combined texture-sampler ( temp usampler2D) 0:53 'g_tTex2du4' ( uniform utexture2D) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:53 c2: direct index for structure ( uniform 2-component vector of float) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: @@ -168,8 +168,8 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler ( temp samplerCube) 0:57 'g_tTexcdf4' ( uniform textureCube) 0:57 'g_sSamp' (layout( binding=0) uniform sampler) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:57 c3: direct index for structure ( uniform 3-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: @@ -181,8 +181,8 @@ gl_FragCoord origin is upper left 0:58 Construct combined texture-sampler ( temp isamplerCube) 0:58 'g_tTexcdi4' ( uniform itextureCube) 0:58 'g_sSamp' (layout( binding=0) uniform sampler) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:58 c3: direct index for structure ( uniform 3-component vector of float) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: @@ -194,8 +194,8 @@ gl_FragCoord origin is upper left 0:59 Construct combined texture-sampler ( temp usamplerCube) 0:59 'g_tTexcdu4' ( uniform utextureCube) 0:59 'g_sSamp' (layout( binding=0) uniform sampler) -0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:59 c3: direct index for structure ( uniform 3-component vector of float) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: @@ -207,8 +207,8 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler ( temp samplerCube) 0:61 'g_tTexcdf4' ( uniform textureCube) 0:61 'g_sSamp' (layout( binding=0) uniform sampler) -0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:61 c3: direct index for structure ( uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:61 Constant: 0:61 2 (const uint) 0:61 Constant: @@ -220,8 +220,8 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler ( temp isamplerCube) 0:62 'g_tTexcdi4' ( uniform itextureCube) 0:62 'g_sSamp' (layout( binding=0) uniform sampler) -0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:62 c3: direct index for structure ( uniform 3-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:62 Constant: 0:62 2 (const uint) 0:62 Constant: @@ -233,8 +233,8 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler ( temp usamplerCube) 0:63 'g_tTexcdu4' ( uniform utextureCube) 0:63 'g_sSamp' (layout( binding=0) uniform sampler) -0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:63 c3: direct index for structure ( uniform 3-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:63 Constant: 0:63 2 (const uint) 0:63 Constant: @@ -246,8 +246,8 @@ gl_FragCoord origin is upper left 0:65 Construct combined texture-sampler ( temp samplerCube) 0:65 'g_tTexcdf4' ( uniform textureCube) 0:65 'g_sSamp' (layout( binding=0) uniform sampler) -0:65 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:65 c3: direct index for structure ( uniform 3-component vector of float) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:65 Constant: 0:65 2 (const uint) 0:65 Constant: @@ -259,8 +259,8 @@ gl_FragCoord origin is upper left 0:66 Construct combined texture-sampler ( temp isamplerCube) 0:66 'g_tTexcdi4' ( uniform itextureCube) 0:66 'g_sSamp' (layout( binding=0) uniform sampler) -0:66 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:66 c3: direct index for structure ( uniform 3-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:66 Constant: 0:66 2 (const uint) 0:66 Constant: @@ -272,8 +272,8 @@ gl_FragCoord origin is upper left 0:67 Construct combined texture-sampler ( temp usamplerCube) 0:67 'g_tTexcdu4' ( uniform utextureCube) 0:67 'g_sSamp' (layout( binding=0) uniform sampler) -0:67 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:67 c3: direct index for structure ( uniform 3-component vector of float) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:67 Constant: 0:67 2 (const uint) 0:67 Constant: @@ -285,8 +285,8 @@ gl_FragCoord origin is upper left 0:69 Construct combined texture-sampler ( temp samplerCube) 0:69 'g_tTexcdf4' ( uniform textureCube) 0:69 'g_sSamp' (layout( binding=0) uniform sampler) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:69 c3: direct index for structure ( uniform 3-component vector of float) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:69 Constant: 0:69 2 (const uint) 0:69 Constant: @@ -298,8 +298,8 @@ gl_FragCoord origin is upper left 0:70 Construct combined texture-sampler ( temp isamplerCube) 0:70 'g_tTexcdi4' ( uniform itextureCube) 0:70 'g_sSamp' (layout( binding=0) uniform sampler) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:70 c3: direct index for structure ( uniform 3-component vector of float) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:70 Constant: 0:70 2 (const uint) 0:70 Constant: @@ -311,8 +311,8 @@ gl_FragCoord origin is upper left 0:71 Construct combined texture-sampler ( temp usamplerCube) 0:71 'g_tTexcdu4' ( uniform utextureCube) 0:71 'g_sSamp' (layout( binding=0) uniform sampler) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:71 c3: direct index for structure ( uniform 3-component vector of float) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:71 Constant: 0:71 2 (const uint) 0:71 Constant: @@ -371,9 +371,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4' ( uniform textureCube) 0:? 'g_tTexcdi4' ( uniform itextureCube) 0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) Linked fragment stage: @@ -392,8 +392,8 @@ gl_FragCoord origin is upper left 0:39 Construct combined texture-sampler ( temp sampler2D) 0:39 'g_tTex2df4' ( uniform texture2D) 0:39 'g_sSamp' (layout( binding=0) uniform sampler) -0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:39 c2: direct index for structure ( uniform 2-component vector of float) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: @@ -405,8 +405,8 @@ gl_FragCoord origin is upper left 0:40 Construct combined texture-sampler ( temp isampler2D) 0:40 'g_tTex2di4' ( uniform itexture2D) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:40 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:40 c2: direct index for structure ( uniform 2-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:40 Constant: 0:40 1 (const uint) 0:40 Constant: @@ -418,8 +418,8 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler ( temp usampler2D) 0:41 'g_tTex2du4' ( uniform utexture2D) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:41 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:41 c2: direct index for structure ( uniform 2-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:41 Constant: 0:41 1 (const uint) 0:41 Constant: @@ -431,8 +431,8 @@ gl_FragCoord origin is upper left 0:43 Construct combined texture-sampler ( temp sampler2D) 0:43 'g_tTex2df4' ( uniform texture2D) 0:43 'g_sSamp' (layout( binding=0) uniform sampler) -0:43 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:43 c2: direct index for structure ( uniform 2-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:43 Constant: 0:43 1 (const uint) 0:43 Constant: @@ -444,8 +444,8 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler ( temp isampler2D) 0:44 'g_tTex2di4' ( uniform itexture2D) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:44 c2: direct index for structure ( uniform 2-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:44 Constant: 0:44 1 (const uint) 0:44 Constant: @@ -457,8 +457,8 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp usampler2D) 0:45 'g_tTex2du4' ( uniform utexture2D) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:45 c2: direct index for structure ( uniform 2-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:45 Constant: 0:45 1 (const uint) 0:45 Constant: @@ -470,8 +470,8 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp sampler2D) 0:47 'g_tTex2df4' ( uniform texture2D) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) -0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:47 c2: direct index for structure ( uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:47 Constant: 0:47 1 (const uint) 0:47 Constant: @@ -483,8 +483,8 @@ gl_FragCoord origin is upper left 0:48 Construct combined texture-sampler ( temp isampler2D) 0:48 'g_tTex2di4' ( uniform itexture2D) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) -0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:48 c2: direct index for structure ( uniform 2-component vector of float) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:48 Constant: 0:48 1 (const uint) 0:48 Constant: @@ -496,8 +496,8 @@ gl_FragCoord origin is upper left 0:49 Construct combined texture-sampler ( temp usampler2D) 0:49 'g_tTex2du4' ( uniform utexture2D) 0:49 'g_sSamp' (layout( binding=0) uniform sampler) -0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:49 c2: direct index for structure ( uniform 2-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:49 Constant: 0:49 1 (const uint) 0:49 Constant: @@ -509,8 +509,8 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler ( temp sampler2D) 0:51 'g_tTex2df4' ( uniform texture2D) 0:51 'g_sSamp' (layout( binding=0) uniform sampler) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:51 c2: direct index for structure ( uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: @@ -522,8 +522,8 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler ( temp isampler2D) 0:52 'g_tTex2di4' ( uniform itexture2D) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:52 c2: direct index for structure ( uniform 2-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: @@ -535,8 +535,8 @@ gl_FragCoord origin is upper left 0:53 Construct combined texture-sampler ( temp usampler2D) 0:53 'g_tTex2du4' ( uniform utexture2D) 0:53 'g_sSamp' (layout( binding=0) uniform sampler) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:53 c2: direct index for structure ( uniform 2-component vector of float) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: @@ -548,8 +548,8 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler ( temp samplerCube) 0:57 'g_tTexcdf4' ( uniform textureCube) 0:57 'g_sSamp' (layout( binding=0) uniform sampler) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:57 c3: direct index for structure ( uniform 3-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: @@ -561,8 +561,8 @@ gl_FragCoord origin is upper left 0:58 Construct combined texture-sampler ( temp isamplerCube) 0:58 'g_tTexcdi4' ( uniform itextureCube) 0:58 'g_sSamp' (layout( binding=0) uniform sampler) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:58 c3: direct index for structure ( uniform 3-component vector of float) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: @@ -574,8 +574,8 @@ gl_FragCoord origin is upper left 0:59 Construct combined texture-sampler ( temp usamplerCube) 0:59 'g_tTexcdu4' ( uniform utextureCube) 0:59 'g_sSamp' (layout( binding=0) uniform sampler) -0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:59 c3: direct index for structure ( uniform 3-component vector of float) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: @@ -587,8 +587,8 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler ( temp samplerCube) 0:61 'g_tTexcdf4' ( uniform textureCube) 0:61 'g_sSamp' (layout( binding=0) uniform sampler) -0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:61 c3: direct index for structure ( uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:61 Constant: 0:61 2 (const uint) 0:61 Constant: @@ -600,8 +600,8 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler ( temp isamplerCube) 0:62 'g_tTexcdi4' ( uniform itextureCube) 0:62 'g_sSamp' (layout( binding=0) uniform sampler) -0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:62 c3: direct index for structure ( uniform 3-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:62 Constant: 0:62 2 (const uint) 0:62 Constant: @@ -613,8 +613,8 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler ( temp usamplerCube) 0:63 'g_tTexcdu4' ( uniform utextureCube) 0:63 'g_sSamp' (layout( binding=0) uniform sampler) -0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:63 c3: direct index for structure ( uniform 3-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:63 Constant: 0:63 2 (const uint) 0:63 Constant: @@ -626,8 +626,8 @@ gl_FragCoord origin is upper left 0:65 Construct combined texture-sampler ( temp samplerCube) 0:65 'g_tTexcdf4' ( uniform textureCube) 0:65 'g_sSamp' (layout( binding=0) uniform sampler) -0:65 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:65 c3: direct index for structure ( uniform 3-component vector of float) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:65 Constant: 0:65 2 (const uint) 0:65 Constant: @@ -639,8 +639,8 @@ gl_FragCoord origin is upper left 0:66 Construct combined texture-sampler ( temp isamplerCube) 0:66 'g_tTexcdi4' ( uniform itextureCube) 0:66 'g_sSamp' (layout( binding=0) uniform sampler) -0:66 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:66 c3: direct index for structure ( uniform 3-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:66 Constant: 0:66 2 (const uint) 0:66 Constant: @@ -652,8 +652,8 @@ gl_FragCoord origin is upper left 0:67 Construct combined texture-sampler ( temp usamplerCube) 0:67 'g_tTexcdu4' ( uniform utextureCube) 0:67 'g_sSamp' (layout( binding=0) uniform sampler) -0:67 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:67 c3: direct index for structure ( uniform 3-component vector of float) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:67 Constant: 0:67 2 (const uint) 0:67 Constant: @@ -665,8 +665,8 @@ gl_FragCoord origin is upper left 0:69 Construct combined texture-sampler ( temp samplerCube) 0:69 'g_tTexcdf4' ( uniform textureCube) 0:69 'g_sSamp' (layout( binding=0) uniform sampler) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:69 c3: direct index for structure ( uniform 3-component vector of float) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:69 Constant: 0:69 2 (const uint) 0:69 Constant: @@ -678,8 +678,8 @@ gl_FragCoord origin is upper left 0:70 Construct combined texture-sampler ( temp isamplerCube) 0:70 'g_tTexcdi4' ( uniform itextureCube) 0:70 'g_sSamp' (layout( binding=0) uniform sampler) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:70 c3: direct index for structure ( uniform 3-component vector of float) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:70 Constant: 0:70 2 (const uint) 0:70 Constant: @@ -691,8 +691,8 @@ gl_FragCoord origin is upper left 0:71 Construct combined texture-sampler ( temp usamplerCube) 0:71 'g_tTexcdu4' ( uniform utextureCube) 0:71 'g_sSamp' (layout( binding=0) uniform sampler) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:71 c3: direct index for structure ( uniform 3-component vector of float) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:71 Constant: 0:71 2 (const uint) 0:71 Constant: @@ -751,9 +751,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4' ( uniform textureCube) 0:? 'g_tTexcdi4' ( uniform itextureCube) 0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out index c5fce03..1d3fe46 100644 --- a/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out @@ -12,12 +12,12 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp sampler2D) 0:46 'g_tTex2df4' ( uniform texture2D) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 c2: direct index for structure ( uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 1 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 5 (const uint) 0:46 Constant: @@ -29,12 +29,12 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp isampler2D) 0:47 'g_tTex2di4' ( uniform itexture2D) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) -0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 c2: direct index for structure ( uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:47 Constant: 0:47 1 (const uint) -0:47 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 o2: direct index for structure ( uniform 2-component vector of int) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:47 Constant: 0:47 5 (const uint) 0:47 Constant: @@ -46,12 +46,12 @@ gl_FragCoord origin is upper left 0:48 Construct combined texture-sampler ( temp usampler2D) 0:48 'g_tTex2du4' ( uniform utexture2D) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) -0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 c2: direct index for structure ( uniform 2-component vector of float) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:48 Constant: 0:48 1 (const uint) -0:48 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 o2: direct index for structure ( uniform 2-component vector of int) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:48 Constant: 0:48 5 (const uint) 0:48 Constant: @@ -63,25 +63,25 @@ gl_FragCoord origin is upper left 0:50 Construct combined texture-sampler ( temp sampler2D) 0:50 'g_tTex2df4' ( uniform texture2D) 0:50 'g_sSamp' (layout( binding=0) uniform sampler) -0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 c2: direct index for structure ( uniform 2-component vector of float) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 1 (const uint) 0:50 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 5 (const uint) 0:50 Constant: @@ -93,25 +93,25 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler ( temp isampler2D) 0:51 'g_tTex2di4' ( uniform itexture2D) 0:51 'g_sSamp' (layout( binding=0) uniform sampler) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c2: direct index for structure ( uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 5 (const uint) 0:51 Constant: @@ -123,25 +123,25 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler ( temp usampler2D) 0:52 'g_tTex2du4' ( uniform utexture2D) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 5 (const uint) 0:52 Constant: @@ -153,12 +153,12 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler ( temp sampler2D) 0:62 'g_tTex2df4' ( uniform texture2D) 0:62 'g_sSamp' (layout( binding=0) uniform sampler) -0:62 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c2: direct index for structure ( uniform 2-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 1 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 5 (const uint) 0:62 Constant: @@ -170,12 +170,12 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler ( temp isampler2D) 0:63 'g_tTex2di4' ( uniform itexture2D) 0:63 'g_sSamp' (layout( binding=0) uniform sampler) -0:63 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c2: direct index for structure ( uniform 2-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 1 (const uint) -0:63 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 o2: direct index for structure ( uniform 2-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 5 (const uint) 0:63 Constant: @@ -187,12 +187,12 @@ gl_FragCoord origin is upper left 0:64 Construct combined texture-sampler ( temp usampler2D) 0:64 'g_tTex2du4' ( uniform utexture2D) 0:64 'g_sSamp' (layout( binding=0) uniform sampler) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c2: direct index for structure ( uniform 2-component vector of float) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 1 (const uint) -0:64 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 o2: direct index for structure ( uniform 2-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 5 (const uint) 0:64 Constant: @@ -204,25 +204,25 @@ gl_FragCoord origin is upper left 0:66 Construct combined texture-sampler ( temp sampler2D) 0:66 'g_tTex2df4' ( uniform texture2D) 0:66 'g_sSamp' (layout( binding=0) uniform sampler) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 c2: direct index for structure ( uniform 2-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 1 (const uint) 0:66 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 5 (const uint) 0:66 Constant: @@ -234,25 +234,25 @@ gl_FragCoord origin is upper left 0:67 Construct combined texture-sampler ( temp isampler2D) 0:67 'g_tTex2di4' ( uniform itexture2D) 0:67 'g_sSamp' (layout( binding=0) uniform sampler) -0:67 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 c2: direct index for structure ( uniform 2-component vector of float) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 1 (const uint) 0:67 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 5 (const uint) 0:67 Constant: @@ -264,25 +264,25 @@ gl_FragCoord origin is upper left 0:68 Construct combined texture-sampler ( temp usampler2D) 0:68 'g_tTex2du4' ( uniform utexture2D) 0:68 'g_sSamp' (layout( binding=0) uniform sampler) -0:68 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 c2: direct index for structure ( uniform 2-component vector of float) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 1 (const uint) 0:68 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 5 (const uint) 0:68 Constant: @@ -294,12 +294,12 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler ( temp sampler2D) 0:78 'g_tTex2df4' ( uniform texture2D) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:78 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 c2: direct index for structure ( uniform 2-component vector of float) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 1 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: @@ -311,12 +311,12 @@ gl_FragCoord origin is upper left 0:79 Construct combined texture-sampler ( temp isampler2D) 0:79 'g_tTex2di4' ( uniform itexture2D) 0:79 'g_sSamp' (layout( binding=0) uniform sampler) -0:79 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:79 c2: direct index for structure ( uniform 2-component vector of float) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:79 Constant: 0:79 1 (const uint) -0:79 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:79 o2: direct index for structure ( uniform 2-component vector of int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:79 Constant: 0:79 5 (const uint) 0:79 Constant: @@ -328,12 +328,12 @@ gl_FragCoord origin is upper left 0:80 Construct combined texture-sampler ( temp usampler2D) 0:80 'g_tTex2du4' ( uniform utexture2D) 0:80 'g_sSamp' (layout( binding=0) uniform sampler) -0:80 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:80 c2: direct index for structure ( uniform 2-component vector of float) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:80 Constant: 0:80 1 (const uint) -0:80 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:80 o2: direct index for structure ( uniform 2-component vector of int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:80 Constant: 0:80 5 (const uint) 0:80 Constant: @@ -345,25 +345,25 @@ gl_FragCoord origin is upper left 0:82 Construct combined texture-sampler ( temp sampler2D) 0:82 'g_tTex2df4' ( uniform texture2D) 0:82 'g_sSamp' (layout( binding=0) uniform sampler) -0:82 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 c2: direct index for structure ( uniform 2-component vector of float) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 1 (const uint) 0:82 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) 0:82 Constant: @@ -375,25 +375,25 @@ gl_FragCoord origin is upper left 0:83 Construct combined texture-sampler ( temp isampler2D) 0:83 'g_tTex2di4' ( uniform itexture2D) 0:83 'g_sSamp' (layout( binding=0) uniform sampler) -0:83 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 c2: direct index for structure ( uniform 2-component vector of float) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 1 (const uint) 0:83 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) 0:83 Constant: @@ -405,25 +405,25 @@ gl_FragCoord origin is upper left 0:84 Construct combined texture-sampler ( temp usampler2D) 0:84 'g_tTex2du4' ( uniform utexture2D) 0:84 'g_sSamp' (layout( binding=0) uniform sampler) -0:84 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 c2: direct index for structure ( uniform 2-component vector of float) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 1 (const uint) 0:84 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) 0:84 Constant: @@ -435,12 +435,12 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler ( temp sampler2D) 0:94 'g_tTex2df4' ( uniform texture2D) 0:94 'g_sSamp' (layout( binding=0) uniform sampler) -0:94 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 c2: direct index for structure ( uniform 2-component vector of float) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 1 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: @@ -452,12 +452,12 @@ gl_FragCoord origin is upper left 0:95 Construct combined texture-sampler ( temp isampler2D) 0:95 'g_tTex2di4' ( uniform itexture2D) 0:95 'g_sSamp' (layout( binding=0) uniform sampler) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:95 c2: direct index for structure ( uniform 2-component vector of float) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:95 Constant: 0:95 1 (const uint) -0:95 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:95 o2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:95 Constant: 0:95 5 (const uint) 0:95 Constant: @@ -469,12 +469,12 @@ gl_FragCoord origin is upper left 0:96 Construct combined texture-sampler ( temp usampler2D) 0:96 'g_tTex2du4' ( uniform utexture2D) 0:96 'g_sSamp' (layout( binding=0) uniform sampler) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:96 c2: direct index for structure ( uniform 2-component vector of float) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:96 Constant: 0:96 1 (const uint) -0:96 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:96 o2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:96 Constant: 0:96 5 (const uint) 0:96 Constant: @@ -486,25 +486,25 @@ gl_FragCoord origin is upper left 0:98 Construct combined texture-sampler ( temp sampler2D) 0:98 'g_tTex2df4' ( uniform texture2D) 0:98 'g_sSamp' (layout( binding=0) uniform sampler) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 c2: direct index for structure ( uniform 2-component vector of float) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 1 (const uint) 0:98 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) 0:98 Constant: @@ -516,25 +516,25 @@ gl_FragCoord origin is upper left 0:99 Construct combined texture-sampler ( temp isampler2D) 0:99 'g_tTex2di4' ( uniform itexture2D) 0:99 'g_sSamp' (layout( binding=0) uniform sampler) -0:99 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 c2: direct index for structure ( uniform 2-component vector of float) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 1 (const uint) 0:99 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) 0:99 Constant: @@ -546,25 +546,25 @@ gl_FragCoord origin is upper left 0:100 Construct combined texture-sampler ( temp usampler2D) 0:100 'g_tTex2du4' ( uniform utexture2D) 0:100 'g_sSamp' (layout( binding=0) uniform sampler) -0:100 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 c2: direct index for structure ( uniform 2-component vector of float) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 1 (const uint) 0:100 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) 0:100 Constant: @@ -623,9 +623,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4' ( uniform textureCube) 0:? 'g_tTexcdi4' ( uniform itextureCube) 0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -644,12 +644,12 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp sampler2D) 0:46 'g_tTex2df4' ( uniform texture2D) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 c2: direct index for structure ( uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 1 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 5 (const uint) 0:46 Constant: @@ -661,12 +661,12 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp isampler2D) 0:47 'g_tTex2di4' ( uniform itexture2D) 0:47 'g_sSamp' (layout( binding=0) uniform sampler) -0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 c2: direct index for structure ( uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:47 Constant: 0:47 1 (const uint) -0:47 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 o2: direct index for structure ( uniform 2-component vector of int) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:47 Constant: 0:47 5 (const uint) 0:47 Constant: @@ -678,12 +678,12 @@ gl_FragCoord origin is upper left 0:48 Construct combined texture-sampler ( temp usampler2D) 0:48 'g_tTex2du4' ( uniform utexture2D) 0:48 'g_sSamp' (layout( binding=0) uniform sampler) -0:48 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 c2: direct index for structure ( uniform 2-component vector of float) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:48 Constant: 0:48 1 (const uint) -0:48 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 o2: direct index for structure ( uniform 2-component vector of int) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:48 Constant: 0:48 5 (const uint) 0:48 Constant: @@ -695,25 +695,25 @@ gl_FragCoord origin is upper left 0:50 Construct combined texture-sampler ( temp sampler2D) 0:50 'g_tTex2df4' ( uniform texture2D) 0:50 'g_sSamp' (layout( binding=0) uniform sampler) -0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 c2: direct index for structure ( uniform 2-component vector of float) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 1 (const uint) 0:50 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 5 (const uint) -0:50 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 o2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 5 (const uint) 0:50 Constant: @@ -725,25 +725,25 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler ( temp isampler2D) 0:51 'g_tTex2di4' ( uniform itexture2D) 0:51 'g_sSamp' (layout( binding=0) uniform sampler) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c2: direct index for structure ( uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 5 (const uint) -0:51 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 o2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 5 (const uint) 0:51 Constant: @@ -755,25 +755,25 @@ gl_FragCoord origin is upper left 0:52 Construct combined texture-sampler ( temp usampler2D) 0:52 'g_tTex2du4' ( uniform utexture2D) 0:52 'g_sSamp' (layout( binding=0) uniform sampler) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of float) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 5 (const uint) -0:52 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 5 (const uint) 0:52 Constant: @@ -785,12 +785,12 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler ( temp sampler2D) 0:62 'g_tTex2df4' ( uniform texture2D) 0:62 'g_sSamp' (layout( binding=0) uniform sampler) -0:62 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c2: direct index for structure ( uniform 2-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 1 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 5 (const uint) 0:62 Constant: @@ -802,12 +802,12 @@ gl_FragCoord origin is upper left 0:63 Construct combined texture-sampler ( temp isampler2D) 0:63 'g_tTex2di4' ( uniform itexture2D) 0:63 'g_sSamp' (layout( binding=0) uniform sampler) -0:63 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c2: direct index for structure ( uniform 2-component vector of float) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 1 (const uint) -0:63 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 o2: direct index for structure ( uniform 2-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 5 (const uint) 0:63 Constant: @@ -819,12 +819,12 @@ gl_FragCoord origin is upper left 0:64 Construct combined texture-sampler ( temp usampler2D) 0:64 'g_tTex2du4' ( uniform utexture2D) 0:64 'g_sSamp' (layout( binding=0) uniform sampler) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c2: direct index for structure ( uniform 2-component vector of float) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 1 (const uint) -0:64 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 o2: direct index for structure ( uniform 2-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 5 (const uint) 0:64 Constant: @@ -836,25 +836,25 @@ gl_FragCoord origin is upper left 0:66 Construct combined texture-sampler ( temp sampler2D) 0:66 'g_tTex2df4' ( uniform texture2D) 0:66 'g_sSamp' (layout( binding=0) uniform sampler) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 c2: direct index for structure ( uniform 2-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 1 (const uint) 0:66 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 5 (const uint) -0:66 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 o2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 5 (const uint) 0:66 Constant: @@ -866,25 +866,25 @@ gl_FragCoord origin is upper left 0:67 Construct combined texture-sampler ( temp isampler2D) 0:67 'g_tTex2di4' ( uniform itexture2D) 0:67 'g_sSamp' (layout( binding=0) uniform sampler) -0:67 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 c2: direct index for structure ( uniform 2-component vector of float) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 1 (const uint) 0:67 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 5 (const uint) -0:67 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 o2: direct index for structure ( uniform 2-component vector of int) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 5 (const uint) 0:67 Constant: @@ -896,25 +896,25 @@ gl_FragCoord origin is upper left 0:68 Construct combined texture-sampler ( temp usampler2D) 0:68 'g_tTex2du4' ( uniform utexture2D) 0:68 'g_sSamp' (layout( binding=0) uniform sampler) -0:68 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 c2: direct index for structure ( uniform 2-component vector of float) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 1 (const uint) 0:68 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 5 (const uint) -0:68 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 o2: direct index for structure ( uniform 2-component vector of int) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 5 (const uint) 0:68 Constant: @@ -926,12 +926,12 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler ( temp sampler2D) 0:78 'g_tTex2df4' ( uniform texture2D) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:78 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 c2: direct index for structure ( uniform 2-component vector of float) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 1 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: @@ -943,12 +943,12 @@ gl_FragCoord origin is upper left 0:79 Construct combined texture-sampler ( temp isampler2D) 0:79 'g_tTex2di4' ( uniform itexture2D) 0:79 'g_sSamp' (layout( binding=0) uniform sampler) -0:79 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:79 c2: direct index for structure ( uniform 2-component vector of float) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:79 Constant: 0:79 1 (const uint) -0:79 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:79 o2: direct index for structure ( uniform 2-component vector of int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:79 Constant: 0:79 5 (const uint) 0:79 Constant: @@ -960,12 +960,12 @@ gl_FragCoord origin is upper left 0:80 Construct combined texture-sampler ( temp usampler2D) 0:80 'g_tTex2du4' ( uniform utexture2D) 0:80 'g_sSamp' (layout( binding=0) uniform sampler) -0:80 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:80 c2: direct index for structure ( uniform 2-component vector of float) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:80 Constant: 0:80 1 (const uint) -0:80 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:80 o2: direct index for structure ( uniform 2-component vector of int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:80 Constant: 0:80 5 (const uint) 0:80 Constant: @@ -977,25 +977,25 @@ gl_FragCoord origin is upper left 0:82 Construct combined texture-sampler ( temp sampler2D) 0:82 'g_tTex2df4' ( uniform texture2D) 0:82 'g_sSamp' (layout( binding=0) uniform sampler) -0:82 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 c2: direct index for structure ( uniform 2-component vector of float) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 1 (const uint) 0:82 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) -0:82 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:82 o2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:82 Constant: 0:82 5 (const uint) 0:82 Constant: @@ -1007,25 +1007,25 @@ gl_FragCoord origin is upper left 0:83 Construct combined texture-sampler ( temp isampler2D) 0:83 'g_tTex2di4' ( uniform itexture2D) 0:83 'g_sSamp' (layout( binding=0) uniform sampler) -0:83 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 c2: direct index for structure ( uniform 2-component vector of float) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 1 (const uint) 0:83 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) -0:83 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:83 o2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:83 Constant: 0:83 5 (const uint) 0:83 Constant: @@ -1037,25 +1037,25 @@ gl_FragCoord origin is upper left 0:84 Construct combined texture-sampler ( temp usampler2D) 0:84 'g_tTex2du4' ( uniform utexture2D) 0:84 'g_sSamp' (layout( binding=0) uniform sampler) -0:84 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 c2: direct index for structure ( uniform 2-component vector of float) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 1 (const uint) 0:84 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) -0:84 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:84 o2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:84 Constant: 0:84 5 (const uint) 0:84 Constant: @@ -1067,12 +1067,12 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler ( temp sampler2D) 0:94 'g_tTex2df4' ( uniform texture2D) 0:94 'g_sSamp' (layout( binding=0) uniform sampler) -0:94 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 c2: direct index for structure ( uniform 2-component vector of float) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 1 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: @@ -1084,12 +1084,12 @@ gl_FragCoord origin is upper left 0:95 Construct combined texture-sampler ( temp isampler2D) 0:95 'g_tTex2di4' ( uniform itexture2D) 0:95 'g_sSamp' (layout( binding=0) uniform sampler) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:95 c2: direct index for structure ( uniform 2-component vector of float) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:95 Constant: 0:95 1 (const uint) -0:95 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:95 o2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:95 Constant: 0:95 5 (const uint) 0:95 Constant: @@ -1101,12 +1101,12 @@ gl_FragCoord origin is upper left 0:96 Construct combined texture-sampler ( temp usampler2D) 0:96 'g_tTex2du4' ( uniform utexture2D) 0:96 'g_sSamp' (layout( binding=0) uniform sampler) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:96 c2: direct index for structure ( uniform 2-component vector of float) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:96 Constant: 0:96 1 (const uint) -0:96 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:96 o2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:96 Constant: 0:96 5 (const uint) 0:96 Constant: @@ -1118,25 +1118,25 @@ gl_FragCoord origin is upper left 0:98 Construct combined texture-sampler ( temp sampler2D) 0:98 'g_tTex2df4' ( uniform texture2D) 0:98 'g_sSamp' (layout( binding=0) uniform sampler) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 c2: direct index for structure ( uniform 2-component vector of float) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 1 (const uint) 0:98 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) -0:98 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:98 o2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:98 Constant: 0:98 5 (const uint) 0:98 Constant: @@ -1148,25 +1148,25 @@ gl_FragCoord origin is upper left 0:99 Construct combined texture-sampler ( temp isampler2D) 0:99 'g_tTex2di4' ( uniform itexture2D) 0:99 'g_sSamp' (layout( binding=0) uniform sampler) -0:99 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 c2: direct index for structure ( uniform 2-component vector of float) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 1 (const uint) 0:99 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) -0:99 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:99 o2: direct index for structure ( uniform 2-component vector of int) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:99 Constant: 0:99 5 (const uint) 0:99 Constant: @@ -1178,25 +1178,25 @@ gl_FragCoord origin is upper left 0:100 Construct combined texture-sampler ( temp usampler2D) 0:100 'g_tTex2du4' ( uniform utexture2D) 0:100 'g_sSamp' (layout( binding=0) uniform sampler) -0:100 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 c2: direct index for structure ( uniform 2-component vector of float) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 1 (const uint) 0:100 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) -0:100 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:100 o2: direct index for structure ( uniform 2-component vector of int) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:100 Constant: 0:100 5 (const uint) 0:100 Constant: @@ -1255,9 +1255,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4' ( uniform textureCube) 0:? 'g_tTexcdi4' ( uniform itextureCube) 0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out index d12f35b..86e0a99 100644 --- a/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out @@ -12,12 +12,12 @@ gl_FragCoord origin is upper left 0:40 Construct combined texture-sampler ( temp sampler2DArray) 0:40 'g_tTex2df4a' ( uniform texture2DArray) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:40 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:40 c3: direct index for structure ( uniform 3-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:40 Constant: 0:40 2 (const uint) -0:40 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:40 o2: direct index for structure ( uniform 2-component vector of int) +0:40 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:40 Constant: 0:40 5 (const uint) 0:40 Constant: @@ -29,12 +29,12 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler ( temp isampler2DArray) 0:41 'g_tTex2di4a' ( uniform itexture2DArray) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:41 c3: direct index for structure ( uniform 3-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:41 Constant: 0:41 2 (const uint) -0:41 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:41 o2: direct index for structure ( uniform 2-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:41 Constant: 0:41 5 (const uint) 0:41 Constant: @@ -46,12 +46,12 @@ gl_FragCoord origin is upper left 0:42 Construct combined texture-sampler ( temp usampler2DArray) 0:42 'g_tTex2du4a' ( uniform utexture2DArray) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 c3: direct index for structure ( uniform 3-component vector of float) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:42 Constant: 0:42 2 (const uint) -0:42 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 o2: direct index for structure ( uniform 2-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:42 Constant: 0:42 5 (const uint) 0:42 Constant: @@ -63,25 +63,25 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler ( temp sampler2DArray) 0:44 'g_tTex2df4a' ( uniform texture2DArray) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 c3: direct index for structure ( uniform 3-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 2 (const uint) 0:44 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 5 (const uint) 0:44 Constant: @@ -93,25 +93,25 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp isampler2DArray) 0:45 'g_tTex2di4a' ( uniform itexture2DArray) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 c3: direct index for structure ( uniform 3-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 2 (const uint) 0:45 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 5 (const uint) 0:45 Constant: @@ -123,25 +123,25 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp usampler2DArray) 0:46 'g_tTex2du4a' ( uniform utexture2DArray) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 c3: direct index for structure ( uniform 3-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 2 (const uint) 0:46 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 5 (const uint) 0:46 Constant: @@ -153,12 +153,12 @@ gl_FragCoord origin is upper left 0:56 Construct combined texture-sampler ( temp sampler2DArray) 0:56 'g_tTex2df4a' ( uniform texture2DArray) 0:56 'g_sSamp' (layout( binding=0) uniform sampler) -0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c3: direct index for structure ( uniform 3-component vector of float) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) -0:56 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 o2: direct index for structure ( uniform 2-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 5 (const uint) 0:56 Constant: @@ -170,12 +170,12 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler ( temp isampler2DArray) 0:57 'g_tTex2di4a' ( uniform itexture2DArray) 0:57 'g_sSamp' (layout( binding=0) uniform sampler) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) -0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 o2: direct index for structure ( uniform 2-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 5 (const uint) 0:57 Constant: @@ -187,12 +187,12 @@ gl_FragCoord origin is upper left 0:58 Construct combined texture-sampler ( temp usampler2DArray) 0:58 'g_tTex2du4a' ( uniform utexture2DArray) 0:58 'g_sSamp' (layout( binding=0) uniform sampler) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of float) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) -0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 o2: direct index for structure ( uniform 2-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 5 (const uint) 0:58 Constant: @@ -204,25 +204,25 @@ gl_FragCoord origin is upper left 0:60 Construct combined texture-sampler ( temp sampler2DArray) 0:60 'g_tTex2df4a' ( uniform texture2DArray) 0:60 'g_sSamp' (layout( binding=0) uniform sampler) -0:60 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 c3: direct index for structure ( uniform 3-component vector of float) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 2 (const uint) 0:60 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) 0:60 Constant: @@ -234,25 +234,25 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler ( temp isampler2DArray) 0:61 'g_tTex2di4a' ( uniform itexture2DArray) 0:61 'g_sSamp' (layout( binding=0) uniform sampler) -0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 c3: direct index for structure ( uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 2 (const uint) 0:61 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 5 (const uint) 0:61 Constant: @@ -264,25 +264,25 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler ( temp usampler2DArray) 0:62 'g_tTex2du4a' ( uniform utexture2DArray) 0:62 'g_sSamp' (layout( binding=0) uniform sampler) -0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c3: direct index for structure ( uniform 3-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 2 (const uint) 0:62 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 5 (const uint) 0:62 Constant: @@ -294,12 +294,12 @@ gl_FragCoord origin is upper left 0:72 Construct combined texture-sampler ( temp sampler2DArray) 0:72 'g_tTex2df4a' ( uniform texture2DArray) 0:72 'g_sSamp' (layout( binding=0) uniform sampler) -0:72 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:72 c3: direct index for structure ( uniform 3-component vector of float) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:72 Constant: 0:72 2 (const uint) -0:72 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:72 o2: direct index for structure ( uniform 2-component vector of int) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:72 Constant: 0:72 5 (const uint) 0:72 Constant: @@ -311,12 +311,12 @@ gl_FragCoord origin is upper left 0:73 Construct combined texture-sampler ( temp isampler2DArray) 0:73 'g_tTex2di4a' ( uniform itexture2DArray) 0:73 'g_sSamp' (layout( binding=0) uniform sampler) -0:73 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:73 c3: direct index for structure ( uniform 3-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:73 Constant: 0:73 2 (const uint) -0:73 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:73 o2: direct index for structure ( uniform 2-component vector of int) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:73 Constant: 0:73 5 (const uint) 0:73 Constant: @@ -328,12 +328,12 @@ gl_FragCoord origin is upper left 0:74 Construct combined texture-sampler ( temp usampler2DArray) 0:74 'g_tTex2du4a' ( uniform utexture2DArray) 0:74 'g_sSamp' (layout( binding=0) uniform sampler) -0:74 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:74 c3: direct index for structure ( uniform 3-component vector of float) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:74 Constant: 0:74 2 (const uint) -0:74 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:74 o2: direct index for structure ( uniform 2-component vector of int) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:74 Constant: 0:74 5 (const uint) 0:74 Constant: @@ -345,25 +345,25 @@ gl_FragCoord origin is upper left 0:76 Construct combined texture-sampler ( temp sampler2DArray) 0:76 'g_tTex2df4a' ( uniform texture2DArray) 0:76 'g_sSamp' (layout( binding=0) uniform sampler) -0:76 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 c3: direct index for structure ( uniform 3-component vector of float) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 2 (const uint) 0:76 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) 0:76 Constant: @@ -375,25 +375,25 @@ gl_FragCoord origin is upper left 0:77 Construct combined texture-sampler ( temp isampler2DArray) 0:77 'g_tTex2di4a' ( uniform itexture2DArray) 0:77 'g_sSamp' (layout( binding=0) uniform sampler) -0:77 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 c3: direct index for structure ( uniform 3-component vector of float) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 2 (const uint) 0:77 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) 0:77 Constant: @@ -405,25 +405,25 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler ( temp usampler2DArray) 0:78 'g_tTex2du4a' ( uniform utexture2DArray) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:78 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 c3: direct index for structure ( uniform 3-component vector of float) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 2 (const uint) 0:78 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: @@ -435,12 +435,12 @@ gl_FragCoord origin is upper left 0:88 Construct combined texture-sampler ( temp sampler2DArray) 0:88 'g_tTex2df4a' ( uniform texture2DArray) 0:88 'g_sSamp' (layout( binding=0) uniform sampler) -0:88 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:88 c3: direct index for structure ( uniform 3-component vector of float) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:88 Constant: 0:88 2 (const uint) -0:88 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:88 o2: direct index for structure ( uniform 2-component vector of int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:88 Constant: 0:88 5 (const uint) 0:88 Constant: @@ -452,12 +452,12 @@ gl_FragCoord origin is upper left 0:89 Construct combined texture-sampler ( temp isampler2DArray) 0:89 'g_tTex2di4a' ( uniform itexture2DArray) 0:89 'g_sSamp' (layout( binding=0) uniform sampler) -0:89 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:89 c3: direct index for structure ( uniform 3-component vector of float) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:89 Constant: 0:89 2 (const uint) -0:89 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:89 o2: direct index for structure ( uniform 2-component vector of int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:89 Constant: 0:89 5 (const uint) 0:89 Constant: @@ -469,12 +469,12 @@ gl_FragCoord origin is upper left 0:90 Construct combined texture-sampler ( temp usampler2DArray) 0:90 'g_tTex2du4a' ( uniform utexture2DArray) 0:90 'g_sSamp' (layout( binding=0) uniform sampler) -0:90 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:90 c3: direct index for structure ( uniform 3-component vector of float) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:90 Constant: 0:90 2 (const uint) -0:90 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:90 o2: direct index for structure ( uniform 2-component vector of int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:90 Constant: 0:90 5 (const uint) 0:90 Constant: @@ -486,25 +486,25 @@ gl_FragCoord origin is upper left 0:92 Construct combined texture-sampler ( temp sampler2DArray) 0:92 'g_tTex2df4a' ( uniform texture2DArray) 0:92 'g_sSamp' (layout( binding=0) uniform sampler) -0:92 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 c3: direct index for structure ( uniform 3-component vector of float) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 2 (const uint) 0:92 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) 0:92 Constant: @@ -516,25 +516,25 @@ gl_FragCoord origin is upper left 0:93 Construct combined texture-sampler ( temp isampler2DArray) 0:93 'g_tTex2di4a' ( uniform itexture2DArray) 0:93 'g_sSamp' (layout( binding=0) uniform sampler) -0:93 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 c3: direct index for structure ( uniform 3-component vector of float) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 2 (const uint) 0:93 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) 0:93 Constant: @@ -546,25 +546,25 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler ( temp usampler2DArray) 0:94 'g_tTex2du4a' ( uniform utexture2DArray) 0:94 'g_sSamp' (layout( binding=0) uniform sampler) -0:94 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 c3: direct index for structure ( uniform 3-component vector of float) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 2 (const uint) 0:94 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: @@ -619,9 +619,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -640,12 +640,12 @@ gl_FragCoord origin is upper left 0:40 Construct combined texture-sampler ( temp sampler2DArray) 0:40 'g_tTex2df4a' ( uniform texture2DArray) 0:40 'g_sSamp' (layout( binding=0) uniform sampler) -0:40 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:40 c3: direct index for structure ( uniform 3-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:40 Constant: 0:40 2 (const uint) -0:40 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:40 o2: direct index for structure ( uniform 2-component vector of int) +0:40 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:40 Constant: 0:40 5 (const uint) 0:40 Constant: @@ -657,12 +657,12 @@ gl_FragCoord origin is upper left 0:41 Construct combined texture-sampler ( temp isampler2DArray) 0:41 'g_tTex2di4a' ( uniform itexture2DArray) 0:41 'g_sSamp' (layout( binding=0) uniform sampler) -0:41 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:41 c3: direct index for structure ( uniform 3-component vector of float) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:41 Constant: 0:41 2 (const uint) -0:41 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:41 o2: direct index for structure ( uniform 2-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:41 Constant: 0:41 5 (const uint) 0:41 Constant: @@ -674,12 +674,12 @@ gl_FragCoord origin is upper left 0:42 Construct combined texture-sampler ( temp usampler2DArray) 0:42 'g_tTex2du4a' ( uniform utexture2DArray) 0:42 'g_sSamp' (layout( binding=0) uniform sampler) -0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 c3: direct index for structure ( uniform 3-component vector of float) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:42 Constant: 0:42 2 (const uint) -0:42 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 o2: direct index for structure ( uniform 2-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:42 Constant: 0:42 5 (const uint) 0:42 Constant: @@ -691,25 +691,25 @@ gl_FragCoord origin is upper left 0:44 Construct combined texture-sampler ( temp sampler2DArray) 0:44 'g_tTex2df4a' ( uniform texture2DArray) 0:44 'g_sSamp' (layout( binding=0) uniform sampler) -0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 c3: direct index for structure ( uniform 3-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 2 (const uint) 0:44 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 5 (const uint) -0:44 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 o2: direct index for structure ( uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 5 (const uint) 0:44 Constant: @@ -721,25 +721,25 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp isampler2DArray) 0:45 'g_tTex2di4a' ( uniform itexture2DArray) 0:45 'g_sSamp' (layout( binding=0) uniform sampler) -0:45 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 c3: direct index for structure ( uniform 3-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 2 (const uint) 0:45 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 5 (const uint) -0:45 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 o2: direct index for structure ( uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 5 (const uint) 0:45 Constant: @@ -751,25 +751,25 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp usampler2DArray) 0:46 'g_tTex2du4a' ( uniform utexture2DArray) 0:46 'g_sSamp' (layout( binding=0) uniform sampler) -0:46 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 c3: direct index for structure ( uniform 3-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 2 (const uint) 0:46 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 5 (const uint) -0:46 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 o2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 5 (const uint) 0:46 Constant: @@ -781,12 +781,12 @@ gl_FragCoord origin is upper left 0:56 Construct combined texture-sampler ( temp sampler2DArray) 0:56 'g_tTex2df4a' ( uniform texture2DArray) 0:56 'g_sSamp' (layout( binding=0) uniform sampler) -0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c3: direct index for structure ( uniform 3-component vector of float) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) -0:56 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 o2: direct index for structure ( uniform 2-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 5 (const uint) 0:56 Constant: @@ -798,12 +798,12 @@ gl_FragCoord origin is upper left 0:57 Construct combined texture-sampler ( temp isampler2DArray) 0:57 'g_tTex2di4a' ( uniform itexture2DArray) 0:57 'g_sSamp' (layout( binding=0) uniform sampler) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of float) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) -0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 o2: direct index for structure ( uniform 2-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 5 (const uint) 0:57 Constant: @@ -815,12 +815,12 @@ gl_FragCoord origin is upper left 0:58 Construct combined texture-sampler ( temp usampler2DArray) 0:58 'g_tTex2du4a' ( uniform utexture2DArray) 0:58 'g_sSamp' (layout( binding=0) uniform sampler) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of float) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) -0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 o2: direct index for structure ( uniform 2-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 5 (const uint) 0:58 Constant: @@ -832,25 +832,25 @@ gl_FragCoord origin is upper left 0:60 Construct combined texture-sampler ( temp sampler2DArray) 0:60 'g_tTex2df4a' ( uniform texture2DArray) 0:60 'g_sSamp' (layout( binding=0) uniform sampler) -0:60 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 c3: direct index for structure ( uniform 3-component vector of float) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 2 (const uint) 0:60 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) -0:60 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:60 o2: direct index for structure ( uniform 2-component vector of int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:60 Constant: 0:60 5 (const uint) 0:60 Constant: @@ -862,25 +862,25 @@ gl_FragCoord origin is upper left 0:61 Construct combined texture-sampler ( temp isampler2DArray) 0:61 'g_tTex2di4a' ( uniform itexture2DArray) 0:61 'g_sSamp' (layout( binding=0) uniform sampler) -0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 c3: direct index for structure ( uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 2 (const uint) 0:61 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 5 (const uint) -0:61 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 o2: direct index for structure ( uniform 2-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 5 (const uint) 0:61 Constant: @@ -892,25 +892,25 @@ gl_FragCoord origin is upper left 0:62 Construct combined texture-sampler ( temp usampler2DArray) 0:62 'g_tTex2du4a' ( uniform utexture2DArray) 0:62 'g_sSamp' (layout( binding=0) uniform sampler) -0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c3: direct index for structure ( uniform 3-component vector of float) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 2 (const uint) 0:62 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 5 (const uint) -0:62 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o2: direct index for structure ( uniform 2-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 5 (const uint) 0:62 Constant: @@ -922,12 +922,12 @@ gl_FragCoord origin is upper left 0:72 Construct combined texture-sampler ( temp sampler2DArray) 0:72 'g_tTex2df4a' ( uniform texture2DArray) 0:72 'g_sSamp' (layout( binding=0) uniform sampler) -0:72 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:72 c3: direct index for structure ( uniform 3-component vector of float) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:72 Constant: 0:72 2 (const uint) -0:72 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:72 o2: direct index for structure ( uniform 2-component vector of int) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:72 Constant: 0:72 5 (const uint) 0:72 Constant: @@ -939,12 +939,12 @@ gl_FragCoord origin is upper left 0:73 Construct combined texture-sampler ( temp isampler2DArray) 0:73 'g_tTex2di4a' ( uniform itexture2DArray) 0:73 'g_sSamp' (layout( binding=0) uniform sampler) -0:73 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:73 c3: direct index for structure ( uniform 3-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:73 Constant: 0:73 2 (const uint) -0:73 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:73 o2: direct index for structure ( uniform 2-component vector of int) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:73 Constant: 0:73 5 (const uint) 0:73 Constant: @@ -956,12 +956,12 @@ gl_FragCoord origin is upper left 0:74 Construct combined texture-sampler ( temp usampler2DArray) 0:74 'g_tTex2du4a' ( uniform utexture2DArray) 0:74 'g_sSamp' (layout( binding=0) uniform sampler) -0:74 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:74 c3: direct index for structure ( uniform 3-component vector of float) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:74 Constant: 0:74 2 (const uint) -0:74 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:74 o2: direct index for structure ( uniform 2-component vector of int) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:74 Constant: 0:74 5 (const uint) 0:74 Constant: @@ -973,25 +973,25 @@ gl_FragCoord origin is upper left 0:76 Construct combined texture-sampler ( temp sampler2DArray) 0:76 'g_tTex2df4a' ( uniform texture2DArray) 0:76 'g_sSamp' (layout( binding=0) uniform sampler) -0:76 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 c3: direct index for structure ( uniform 3-component vector of float) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 2 (const uint) 0:76 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) -0:76 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:76 o2: direct index for structure ( uniform 2-component vector of int) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:76 Constant: 0:76 5 (const uint) 0:76 Constant: @@ -1003,25 +1003,25 @@ gl_FragCoord origin is upper left 0:77 Construct combined texture-sampler ( temp isampler2DArray) 0:77 'g_tTex2di4a' ( uniform itexture2DArray) 0:77 'g_sSamp' (layout( binding=0) uniform sampler) -0:77 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 c3: direct index for structure ( uniform 3-component vector of float) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 2 (const uint) 0:77 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) -0:77 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:77 o2: direct index for structure ( uniform 2-component vector of int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:77 Constant: 0:77 5 (const uint) 0:77 Constant: @@ -1033,25 +1033,25 @@ gl_FragCoord origin is upper left 0:78 Construct combined texture-sampler ( temp usampler2DArray) 0:78 'g_tTex2du4a' ( uniform utexture2DArray) 0:78 'g_sSamp' (layout( binding=0) uniform sampler) -0:78 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 c3: direct index for structure ( uniform 3-component vector of float) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 2 (const uint) 0:78 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) -0:78 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:78 o2: direct index for structure ( uniform 2-component vector of int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:78 Constant: 0:78 5 (const uint) 0:78 Constant: @@ -1063,12 +1063,12 @@ gl_FragCoord origin is upper left 0:88 Construct combined texture-sampler ( temp sampler2DArray) 0:88 'g_tTex2df4a' ( uniform texture2DArray) 0:88 'g_sSamp' (layout( binding=0) uniform sampler) -0:88 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:88 c3: direct index for structure ( uniform 3-component vector of float) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:88 Constant: 0:88 2 (const uint) -0:88 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:88 o2: direct index for structure ( uniform 2-component vector of int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:88 Constant: 0:88 5 (const uint) 0:88 Constant: @@ -1080,12 +1080,12 @@ gl_FragCoord origin is upper left 0:89 Construct combined texture-sampler ( temp isampler2DArray) 0:89 'g_tTex2di4a' ( uniform itexture2DArray) 0:89 'g_sSamp' (layout( binding=0) uniform sampler) -0:89 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:89 c3: direct index for structure ( uniform 3-component vector of float) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:89 Constant: 0:89 2 (const uint) -0:89 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:89 o2: direct index for structure ( uniform 2-component vector of int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:89 Constant: 0:89 5 (const uint) 0:89 Constant: @@ -1097,12 +1097,12 @@ gl_FragCoord origin is upper left 0:90 Construct combined texture-sampler ( temp usampler2DArray) 0:90 'g_tTex2du4a' ( uniform utexture2DArray) 0:90 'g_sSamp' (layout( binding=0) uniform sampler) -0:90 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:90 c3: direct index for structure ( uniform 3-component vector of float) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:90 Constant: 0:90 2 (const uint) -0:90 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:90 o2: direct index for structure ( uniform 2-component vector of int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:90 Constant: 0:90 5 (const uint) 0:90 Constant: @@ -1114,25 +1114,25 @@ gl_FragCoord origin is upper left 0:92 Construct combined texture-sampler ( temp sampler2DArray) 0:92 'g_tTex2df4a' ( uniform texture2DArray) 0:92 'g_sSamp' (layout( binding=0) uniform sampler) -0:92 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 c3: direct index for structure ( uniform 3-component vector of float) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 2 (const uint) 0:92 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) -0:92 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:92 o2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:92 Constant: 0:92 5 (const uint) 0:92 Constant: @@ -1144,25 +1144,25 @@ gl_FragCoord origin is upper left 0:93 Construct combined texture-sampler ( temp isampler2DArray) 0:93 'g_tTex2di4a' ( uniform itexture2DArray) 0:93 'g_sSamp' (layout( binding=0) uniform sampler) -0:93 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 c3: direct index for structure ( uniform 3-component vector of float) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 2 (const uint) 0:93 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) -0:93 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:93 o2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:93 Constant: 0:93 5 (const uint) 0:93 Constant: @@ -1174,25 +1174,25 @@ gl_FragCoord origin is upper left 0:94 Construct combined texture-sampler ( temp usampler2DArray) 0:94 'g_tTex2du4a' ( uniform utexture2DArray) 0:94 'g_sSamp' (layout( binding=0) uniform sampler) -0:94 c3: direct index for structure (layout( offset=16) uniform 3-component vector of float) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 c3: direct index for structure ( uniform 3-component vector of float) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 2 (const uint) 0:94 Construct ivec2 ( temp 4-element array of 2-component vector of int) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) -0:94 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:94 o2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:94 Constant: 0:94 5 (const uint) 0:94 Constant: @@ -1247,9 +1247,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out b/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out index aa5c197..1c7487d 100644 --- a/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out @@ -12,8 +12,8 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp sampler2DShadow) 0:45 'g_tTex2df4' ( uniform texture2D) 0:45 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:45 c2: direct index for structure ( uniform 2-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:45 Constant: 0:45 1 (const uint) 0:45 Constant: @@ -28,8 +28,8 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp isampler2DShadow) 0:46 'g_tTex2di4' ( uniform itexture2D) 0:46 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:46 c2: direct index for structure ( uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:46 Constant: 0:46 1 (const uint) 0:46 Constant: @@ -44,8 +44,8 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp usampler2DShadow) 0:47 'g_tTex2du4' ( uniform utexture2D) 0:47 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:47 c2: direct index for structure ( uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:47 Constant: 0:47 1 (const uint) 0:47 Constant: @@ -60,8 +60,8 @@ gl_FragCoord origin is upper left 0:49 Construct combined texture-sampler ( temp sampler2DShadow) 0:49 'g_tTex2df4' ( uniform texture2D) 0:49 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:49 c2: direct index for structure ( uniform 2-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:49 Constant: 0:49 1 (const uint) 0:49 Constant: @@ -82,8 +82,8 @@ gl_FragCoord origin is upper left 0:50 Construct combined texture-sampler ( temp isampler2DShadow) 0:50 'g_tTex2di4' ( uniform itexture2D) 0:50 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:50 c2: direct index for structure ( uniform 2-component vector of float) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:50 Constant: 0:50 1 (const uint) 0:50 Constant: @@ -104,8 +104,8 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler ( temp usampler2DShadow) 0:51 'g_tTex2du4' ( uniform utexture2D) 0:51 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:51 c2: direct index for structure ( uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: @@ -172,9 +172,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4' ( uniform textureCube) 0:? 'g_tTexcdi4' ( uniform itextureCube) 0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) Linked fragment stage: @@ -193,8 +193,8 @@ gl_FragCoord origin is upper left 0:45 Construct combined texture-sampler ( temp sampler2DShadow) 0:45 'g_tTex2df4' ( uniform texture2D) 0:45 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:45 c2: direct index for structure ( uniform 2-component vector of float) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:45 Constant: 0:45 1 (const uint) 0:45 Constant: @@ -209,8 +209,8 @@ gl_FragCoord origin is upper left 0:46 Construct combined texture-sampler ( temp isampler2DShadow) 0:46 'g_tTex2di4' ( uniform itexture2D) 0:46 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:46 c2: direct index for structure ( uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:46 Constant: 0:46 1 (const uint) 0:46 Constant: @@ -225,8 +225,8 @@ gl_FragCoord origin is upper left 0:47 Construct combined texture-sampler ( temp usampler2DShadow) 0:47 'g_tTex2du4' ( uniform utexture2D) 0:47 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:47 c2: direct index for structure ( uniform 2-component vector of float) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:47 Constant: 0:47 1 (const uint) 0:47 Constant: @@ -241,8 +241,8 @@ gl_FragCoord origin is upper left 0:49 Construct combined texture-sampler ( temp sampler2DShadow) 0:49 'g_tTex2df4' ( uniform texture2D) 0:49 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:49 c2: direct index for structure ( uniform 2-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:49 Constant: 0:49 1 (const uint) 0:49 Constant: @@ -263,8 +263,8 @@ gl_FragCoord origin is upper left 0:50 Construct combined texture-sampler ( temp isampler2DShadow) 0:50 'g_tTex2di4' ( uniform itexture2D) 0:50 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:50 c2: direct index for structure ( uniform 2-component vector of float) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:50 Constant: 0:50 1 (const uint) 0:50 Constant: @@ -285,8 +285,8 @@ gl_FragCoord origin is upper left 0:51 Construct combined texture-sampler ( temp usampler2DShadow) 0:51 'g_tTex2du4' ( uniform utexture2D) 0:51 'g_sSampCmp' (layout( binding=0) uniform sampler) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) +0:51 c2: direct index for structure ( uniform 2-component vector of float) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: @@ -353,9 +353,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4' ( uniform textureCube) 0:? 'g_tTexcdi4' ( uniform itextureCube) 0:? 'g_tTexcdu4' ( uniform utextureCube) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out b/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out index 3ca04c8..781ed90 100644 --- a/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out +++ b/Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out @@ -351,9 +351,9 @@ gl_FragCoord origin is upper left 0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) 0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) 0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -711,9 +711,9 @@ gl_FragCoord origin is upper left 0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) 0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) 0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out b/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out index 31481ed..e38e621 100644 --- a/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out +++ b/Test/baseResults/hlsl.intrinsics.d3dcolortoubyte4.frag.out @@ -11,8 +11,8 @@ gl_FragCoord origin is upper left 0:6 Constant: 0:6 255.001953 0:6 vector swizzle ( temp 4-component vector of float) -0:6 col4: direct index for structure (layout( offset=0) uniform 4-component vector of float) -0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4}) +0:6 col4: direct index for structure ( uniform 4-component vector of float) +0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4}) 0:6 Constant: 0:6 0 (const uint) 0:6 Sequence @@ -31,8 +31,8 @@ gl_FragCoord origin is upper left 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) 0:5 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4}) Linked fragment stage: @@ -50,8 +50,8 @@ gl_FragCoord origin is upper left 0:6 Constant: 0:6 255.001953 0:6 vector swizzle ( temp 4-component vector of float) -0:6 col4: direct index for structure (layout( offset=0) uniform 4-component vector of float) -0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4}) +0:6 col4: direct index for structure ( uniform 4-component vector of float) +0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4}) 0:6 Constant: 0:6 0 (const uint) 0:6 Sequence @@ -70,8 +70,8 @@ gl_FragCoord origin is upper left 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) 0:5 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.promote.down.frag.out b/Test/baseResults/hlsl.intrinsics.promote.down.frag.out index 246dcab..4f47d86 100644 --- a/Test/baseResults/hlsl.intrinsics.promote.down.frag.out +++ b/Test/baseResults/hlsl.intrinsics.promote.down.frag.out @@ -10,8 +10,8 @@ gl_FragCoord origin is upper left 0:16 'r00' ( temp uint) 0:16 bitCount ( temp uint) 0:16 Convert float to uint ( temp uint) -0:16 f: direct index for structure (layout( offset=8) uniform float) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) +0:16 f: direct index for structure ( uniform float) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 0:16 Constant: 0:16 2 (const uint) 0:17 Sequence @@ -19,8 +19,8 @@ gl_FragCoord origin is upper left 0:17 'r01' ( temp 2-component vector of uint) 0:17 bitFieldReverse ( temp 2-component vector of uint) 0:17 Convert float to uint ( temp 2-component vector of uint) -0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) +0:17 f2: direct index for structure ( uniform 2-component vector of float) +0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 0:17 Constant: 0:17 6 (const uint) 0:20 move second child to first child ( temp 4-component vector of float) @@ -46,8 +46,8 @@ gl_FragCoord origin is upper left 0:15 Constant: 0:15 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 0:? 'color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) Linked fragment stage: @@ -64,8 +64,8 @@ gl_FragCoord origin is upper left 0:16 'r00' ( temp uint) 0:16 bitCount ( temp uint) 0:16 Convert float to uint ( temp uint) -0:16 f: direct index for structure (layout( offset=8) uniform float) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) +0:16 f: direct index for structure ( uniform float) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 0:16 Constant: 0:16 2 (const uint) 0:17 Sequence @@ -73,8 +73,8 @@ gl_FragCoord origin is upper left 0:17 'r01' ( temp 2-component vector of uint) 0:17 bitFieldReverse ( temp 2-component vector of uint) 0:17 Convert float to uint ( temp 2-component vector of uint) -0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) +0:17 f2: direct index for structure ( uniform 2-component vector of float) +0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 0:17 Constant: 0:17 6 (const uint) 0:20 move second child to first child ( temp 4-component vector of float) @@ -100,8 +100,8 @@ gl_FragCoord origin is upper left 0:15 Constant: 0:15 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2}) 0:? 'color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.promote.frag.out b/Test/baseResults/hlsl.intrinsics.promote.frag.out index 6e3b6df..7fec7a2 100644 --- a/Test/baseResults/hlsl.intrinsics.promote.frag.out +++ b/Test/baseResults/hlsl.intrinsics.promote.frag.out @@ -10,12 +10,12 @@ gl_FragCoord origin is upper left 0:23 'r00' ( temp float) 0:23 max ( temp float) 0:23 Convert bool to float ( temp float) -0:23 b: direct index for structure (layout( offset=12) uniform bool) -0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:23 b: direct index for structure ( uniform bool) +0:23 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:23 Constant: 0:23 3 (const uint) -0:23 f: direct index for structure (layout( offset=8) uniform float) -0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:23 f: direct index for structure ( uniform float) +0:23 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:23 Constant: 0:23 2 (const uint) 0:24 Sequence @@ -23,12 +23,12 @@ gl_FragCoord origin is upper left 0:24 'r01' ( temp uint) 0:24 max ( temp uint) 0:24 Convert bool to uint ( temp uint) -0:24 b: direct index for structure (layout( offset=12) uniform bool) -0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:24 b: direct index for structure ( uniform bool) +0:24 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:24 Constant: 0:24 3 (const uint) -0:24 u: direct index for structure (layout( offset=4) uniform uint) -0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:24 u: direct index for structure ( uniform uint) +0:24 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:24 Constant: 0:24 1 (const uint) 0:25 Sequence @@ -36,12 +36,12 @@ gl_FragCoord origin is upper left 0:25 'r02' ( temp int) 0:25 max ( temp int) 0:25 Convert bool to int ( temp int) -0:25 b: direct index for structure (layout( offset=12) uniform bool) -0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:25 b: direct index for structure ( uniform bool) +0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:25 Constant: 0:25 3 (const uint) -0:25 i: direct index for structure (layout( offset=0) uniform int) -0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:25 i: direct index for structure ( uniform int) +0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:25 Constant: 0:25 0 (const uint) 0:26 Sequence @@ -49,12 +49,12 @@ gl_FragCoord origin is upper left 0:26 'r03' ( temp float) 0:26 max ( temp float) 0:26 Convert int to float ( temp float) -0:26 i: direct index for structure (layout( offset=0) uniform int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:26 i: direct index for structure ( uniform int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:26 Constant: 0:26 0 (const uint) -0:26 f: direct index for structure (layout( offset=8) uniform float) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:26 f: direct index for structure ( uniform float) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:26 Constant: 0:26 2 (const uint) 0:27 Sequence @@ -62,12 +62,12 @@ gl_FragCoord origin is upper left 0:27 'r04' ( temp float) 0:27 max ( temp float) 0:27 Convert uint to float ( temp float) -0:27 u: direct index for structure (layout( offset=4) uniform uint) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:27 u: direct index for structure ( uniform uint) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:27 Constant: 0:27 1 (const uint) -0:27 f: direct index for structure (layout( offset=8) uniform float) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:27 f: direct index for structure ( uniform float) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:27 Constant: 0:27 2 (const uint) 0:29 Sequence @@ -75,12 +75,12 @@ gl_FragCoord origin is upper left 0:29 'r10' ( temp 2-component vector of float) 0:29 max ( temp 2-component vector of float) 0:29 Convert bool to float ( temp 2-component vector of float) -0:29 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:29 b2: direct index for structure ( uniform 2-component vector of bool) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:29 Constant: 0:29 7 (const uint) -0:29 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:29 f2: direct index for structure ( uniform 2-component vector of float) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:29 Constant: 0:29 6 (const uint) 0:30 Sequence @@ -88,12 +88,12 @@ gl_FragCoord origin is upper left 0:30 'r11' ( temp 2-component vector of uint) 0:30 max ( temp 2-component vector of uint) 0:30 Convert bool to uint ( temp 2-component vector of uint) -0:30 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:30 b2: direct index for structure ( uniform 2-component vector of bool) +0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:30 Constant: 0:30 7 (const uint) -0:30 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:30 u2: direct index for structure ( uniform 2-component vector of uint) +0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:30 Constant: 0:30 5 (const uint) 0:31 Sequence @@ -101,12 +101,12 @@ gl_FragCoord origin is upper left 0:31 'r12' ( temp 2-component vector of int) 0:31 max ( temp 2-component vector of int) 0:31 Convert bool to int ( temp 2-component vector of int) -0:31 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:31 b2: direct index for structure ( uniform 2-component vector of bool) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:31 Constant: 0:31 7 (const uint) -0:31 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:31 i2: direct index for structure ( uniform 2-component vector of int) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:31 Constant: 0:31 4 (const uint) 0:32 Sequence @@ -114,12 +114,12 @@ gl_FragCoord origin is upper left 0:32 'r13' ( temp 2-component vector of float) 0:32 max ( temp 2-component vector of float) 0:32 Convert int to float ( temp 2-component vector of float) -0:32 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:32 i2: direct index for structure ( uniform 2-component vector of int) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:32 Constant: 0:32 4 (const uint) -0:32 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:32 f2: direct index for structure ( uniform 2-component vector of float) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:32 Constant: 0:32 6 (const uint) 0:33 Sequence @@ -127,12 +127,12 @@ gl_FragCoord origin is upper left 0:33 'r14' ( temp 2-component vector of float) 0:33 max ( temp 2-component vector of float) 0:33 Convert uint to float ( temp 2-component vector of float) -0:33 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:33 u2: direct index for structure ( uniform 2-component vector of uint) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:33 Constant: 0:33 5 (const uint) -0:33 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:33 f2: direct index for structure ( uniform 2-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:33 Constant: 0:33 6 (const uint) 0:35 Sequence @@ -140,17 +140,17 @@ gl_FragCoord origin is upper left 0:35 'r20' ( temp 2-component vector of float) 0:35 clamp ( temp 2-component vector of float) 0:35 Convert int to float ( temp 2-component vector of float) -0:35 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:35 i2: direct index for structure ( uniform 2-component vector of int) +0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:35 Constant: 0:35 4 (const uint) 0:35 Convert uint to float ( temp 2-component vector of float) -0:35 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:35 u2: direct index for structure ( uniform 2-component vector of uint) +0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:35 Constant: 0:35 5 (const uint) -0:35 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:35 f2: direct index for structure ( uniform 2-component vector of float) +0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:35 Constant: 0:35 6 (const uint) 0:36 Sequence @@ -158,17 +158,17 @@ gl_FragCoord origin is upper left 0:36 'r21' ( temp 2-component vector of uint) 0:36 clamp ( temp 2-component vector of uint) 0:36 Convert bool to uint ( temp 2-component vector of uint) -0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:36 b2: direct index for structure ( uniform 2-component vector of bool) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:36 Constant: 0:36 7 (const uint) -0:36 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:36 u2: direct index for structure ( uniform 2-component vector of uint) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:36 Constant: 0:36 5 (const uint) 0:36 Convert bool to uint ( temp 2-component vector of uint) -0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:36 b2: direct index for structure ( uniform 2-component vector of bool) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:36 Constant: 0:36 7 (const uint) 0:37 Sequence @@ -176,17 +176,17 @@ gl_FragCoord origin is upper left 0:37 'r22' ( temp 2-component vector of float) 0:37 clamp ( temp 2-component vector of float) 0:37 Convert bool to float ( temp 2-component vector of float) -0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:37 b2: direct index for structure ( uniform 2-component vector of bool) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:37 Constant: 0:37 7 (const uint) -0:37 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:37 f2: direct index for structure ( uniform 2-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:37 Constant: 0:37 6 (const uint) 0:37 Convert bool to float ( temp 2-component vector of float) -0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:37 b2: direct index for structure ( uniform 2-component vector of bool) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:37 Constant: 0:37 7 (const uint) 0:40 Sequence @@ -195,12 +195,12 @@ gl_FragCoord origin is upper left 0:40 max ( temp 2-component vector of float) 0:40 Construct vec2 ( in 2-component vector of float) 0:40 Convert bool to float ( temp float) -0:40 b: direct index for structure (layout( offset=12) uniform bool) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:40 b: direct index for structure ( uniform bool) +0:40 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:40 Constant: 0:40 3 (const uint) -0:40 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:40 f2: direct index for structure ( uniform 2-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:40 Constant: 0:40 6 (const uint) 0:41 Sequence @@ -209,12 +209,12 @@ gl_FragCoord origin is upper left 0:41 max ( temp 2-component vector of uint) 0:41 Construct uvec2 ( in 2-component vector of uint) 0:41 Convert bool to uint ( temp uint) -0:41 b: direct index for structure (layout( offset=12) uniform bool) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:41 b: direct index for structure ( uniform bool) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:41 Constant: 0:41 3 (const uint) -0:41 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:41 u2: direct index for structure ( uniform 2-component vector of uint) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:41 Constant: 0:41 5 (const uint) 0:42 Sequence @@ -223,12 +223,12 @@ gl_FragCoord origin is upper left 0:42 max ( temp 2-component vector of int) 0:42 Construct ivec2 ( in 2-component vector of int) 0:42 Convert bool to int ( temp int) -0:42 b: direct index for structure (layout( offset=12) uniform bool) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:42 b: direct index for structure ( uniform bool) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:42 Constant: 0:42 3 (const uint) -0:42 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:42 i2: direct index for structure ( uniform 2-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:42 Constant: 0:42 4 (const uint) 0:43 Sequence @@ -237,12 +237,12 @@ gl_FragCoord origin is upper left 0:43 max ( temp 2-component vector of float) 0:43 Construct vec2 ( in 2-component vector of float) 0:43 Convert int to float ( temp float) -0:43 i: direct index for structure (layout( offset=0) uniform int) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:43 i: direct index for structure ( uniform int) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:43 Constant: 0:43 0 (const uint) -0:43 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:43 f2: direct index for structure ( uniform 2-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:43 Constant: 0:43 6 (const uint) 0:44 Sequence @@ -251,12 +251,12 @@ gl_FragCoord origin is upper left 0:44 max ( temp 2-component vector of float) 0:44 Construct vec2 ( in 2-component vector of float) 0:44 Convert uint to float ( temp float) -0:44 u: direct index for structure (layout( offset=4) uniform uint) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:44 u: direct index for structure ( uniform uint) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:44 Constant: 0:44 1 (const uint) -0:44 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:44 f2: direct index for structure ( uniform 2-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:44 Constant: 0:44 6 (const uint) 0:46 Sequence @@ -265,17 +265,17 @@ gl_FragCoord origin is upper left 0:46 clamp ( temp 2-component vector of float) 0:46 Construct vec2 ( in 2-component vector of float) 0:46 Convert int to float ( temp float) -0:46 i: direct index for structure (layout( offset=0) uniform int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:46 i: direct index for structure ( uniform int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:46 Constant: 0:46 0 (const uint) 0:46 Convert uint to float ( temp 2-component vector of float) -0:46 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:46 u2: direct index for structure ( uniform 2-component vector of uint) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:46 Constant: 0:46 5 (const uint) -0:46 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:46 f2: direct index for structure ( uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:46 Constant: 0:46 6 (const uint) 0:47 Sequence @@ -283,18 +283,18 @@ gl_FragCoord origin is upper left 0:47 'r41' ( temp 2-component vector of uint) 0:47 clamp ( temp 2-component vector of uint) 0:47 Convert bool to uint ( temp 2-component vector of uint) -0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:47 b2: direct index for structure ( uniform 2-component vector of bool) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:47 Constant: 0:47 7 (const uint) 0:47 Construct uvec2 ( in 2-component vector of uint) -0:47 u: direct index for structure (layout( offset=4) uniform uint) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:47 u: direct index for structure ( uniform uint) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:47 Constant: 0:47 1 (const uint) 0:47 Convert bool to uint ( temp 2-component vector of uint) -0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:47 b2: direct index for structure ( uniform 2-component vector of bool) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:47 Constant: 0:47 7 (const uint) 0:48 Sequence @@ -302,19 +302,19 @@ gl_FragCoord origin is upper left 0:48 'r42' ( temp 2-component vector of float) 0:48 clamp ( temp 2-component vector of float) 0:48 Convert bool to float ( temp 2-component vector of float) -0:48 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:48 b2: direct index for structure ( uniform 2-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:48 Constant: 0:48 7 (const uint) 0:48 Construct vec2 ( in 2-component vector of float) -0:48 f: direct index for structure (layout( offset=8) uniform float) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:48 f: direct index for structure ( uniform float) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:48 Constant: 0:48 2 (const uint) 0:48 Construct vec2 ( in 2-component vector of float) 0:48 Convert bool to float ( temp float) -0:48 b: direct index for structure (layout( offset=12) uniform bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:48 b: direct index for structure ( uniform bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:48 Constant: 0:48 3 (const uint) 0:49 Sequence @@ -324,17 +324,17 @@ gl_FragCoord origin is upper left 0:49 clamp ( temp 2-component vector of uint) 0:49 Construct uvec2 ( in 2-component vector of uint) 0:49 Convert int to uint ( temp uint) -0:49 i: direct index for structure (layout( offset=0) uniform int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:49 i: direct index for structure ( uniform int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:49 Constant: 0:49 0 (const uint) 0:49 Convert int to uint ( temp 2-component vector of uint) -0:49 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:49 i2: direct index for structure ( uniform 2-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:49 Constant: 0:49 4 (const uint) -0:49 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:49 u2: direct index for structure ( uniform 2-component vector of uint) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:49 Constant: 0:49 5 (const uint) 0:51 Sequence @@ -344,8 +344,8 @@ gl_FragCoord origin is upper left 0:? imageLoad ( temp 4-component vector of float) 0:51 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:51 Convert uint to int ( temp int) -0:51 upos: direct index for structure (layout( offset=48) uniform uint) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:51 upos: direct index for structure ( uniform uint) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:51 Constant: 0:51 8 (const uint) 0:52 Sequence @@ -355,8 +355,8 @@ gl_FragCoord origin is upper left 0:? imageLoad ( temp 4-component vector of float) 0:52 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:52 Convert float to int ( temp int) -0:52 fpos: direct index for structure (layout( offset=52) uniform float) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:52 fpos: direct index for structure ( uniform float) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:52 Constant: 0:52 9 (const uint) 0:70 Sequence @@ -436,10 +436,10 @@ gl_FragCoord origin is upper left 0:20 Constant: 0:20 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:? 'g_tTex1df4' ( uniform texture1D) 0:? 'color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) Linked fragment stage: @@ -456,12 +456,12 @@ gl_FragCoord origin is upper left 0:23 'r00' ( temp float) 0:23 max ( temp float) 0:23 Convert bool to float ( temp float) -0:23 b: direct index for structure (layout( offset=12) uniform bool) -0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:23 b: direct index for structure ( uniform bool) +0:23 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:23 Constant: 0:23 3 (const uint) -0:23 f: direct index for structure (layout( offset=8) uniform float) -0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:23 f: direct index for structure ( uniform float) +0:23 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:23 Constant: 0:23 2 (const uint) 0:24 Sequence @@ -469,12 +469,12 @@ gl_FragCoord origin is upper left 0:24 'r01' ( temp uint) 0:24 max ( temp uint) 0:24 Convert bool to uint ( temp uint) -0:24 b: direct index for structure (layout( offset=12) uniform bool) -0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:24 b: direct index for structure ( uniform bool) +0:24 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:24 Constant: 0:24 3 (const uint) -0:24 u: direct index for structure (layout( offset=4) uniform uint) -0:24 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:24 u: direct index for structure ( uniform uint) +0:24 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:24 Constant: 0:24 1 (const uint) 0:25 Sequence @@ -482,12 +482,12 @@ gl_FragCoord origin is upper left 0:25 'r02' ( temp int) 0:25 max ( temp int) 0:25 Convert bool to int ( temp int) -0:25 b: direct index for structure (layout( offset=12) uniform bool) -0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:25 b: direct index for structure ( uniform bool) +0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:25 Constant: 0:25 3 (const uint) -0:25 i: direct index for structure (layout( offset=0) uniform int) -0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:25 i: direct index for structure ( uniform int) +0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:25 Constant: 0:25 0 (const uint) 0:26 Sequence @@ -495,12 +495,12 @@ gl_FragCoord origin is upper left 0:26 'r03' ( temp float) 0:26 max ( temp float) 0:26 Convert int to float ( temp float) -0:26 i: direct index for structure (layout( offset=0) uniform int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:26 i: direct index for structure ( uniform int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:26 Constant: 0:26 0 (const uint) -0:26 f: direct index for structure (layout( offset=8) uniform float) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:26 f: direct index for structure ( uniform float) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:26 Constant: 0:26 2 (const uint) 0:27 Sequence @@ -508,12 +508,12 @@ gl_FragCoord origin is upper left 0:27 'r04' ( temp float) 0:27 max ( temp float) 0:27 Convert uint to float ( temp float) -0:27 u: direct index for structure (layout( offset=4) uniform uint) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:27 u: direct index for structure ( uniform uint) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:27 Constant: 0:27 1 (const uint) -0:27 f: direct index for structure (layout( offset=8) uniform float) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:27 f: direct index for structure ( uniform float) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:27 Constant: 0:27 2 (const uint) 0:29 Sequence @@ -521,12 +521,12 @@ gl_FragCoord origin is upper left 0:29 'r10' ( temp 2-component vector of float) 0:29 max ( temp 2-component vector of float) 0:29 Convert bool to float ( temp 2-component vector of float) -0:29 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:29 b2: direct index for structure ( uniform 2-component vector of bool) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:29 Constant: 0:29 7 (const uint) -0:29 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:29 f2: direct index for structure ( uniform 2-component vector of float) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:29 Constant: 0:29 6 (const uint) 0:30 Sequence @@ -534,12 +534,12 @@ gl_FragCoord origin is upper left 0:30 'r11' ( temp 2-component vector of uint) 0:30 max ( temp 2-component vector of uint) 0:30 Convert bool to uint ( temp 2-component vector of uint) -0:30 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:30 b2: direct index for structure ( uniform 2-component vector of bool) +0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:30 Constant: 0:30 7 (const uint) -0:30 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:30 u2: direct index for structure ( uniform 2-component vector of uint) +0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:30 Constant: 0:30 5 (const uint) 0:31 Sequence @@ -547,12 +547,12 @@ gl_FragCoord origin is upper left 0:31 'r12' ( temp 2-component vector of int) 0:31 max ( temp 2-component vector of int) 0:31 Convert bool to int ( temp 2-component vector of int) -0:31 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:31 b2: direct index for structure ( uniform 2-component vector of bool) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:31 Constant: 0:31 7 (const uint) -0:31 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:31 i2: direct index for structure ( uniform 2-component vector of int) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:31 Constant: 0:31 4 (const uint) 0:32 Sequence @@ -560,12 +560,12 @@ gl_FragCoord origin is upper left 0:32 'r13' ( temp 2-component vector of float) 0:32 max ( temp 2-component vector of float) 0:32 Convert int to float ( temp 2-component vector of float) -0:32 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:32 i2: direct index for structure ( uniform 2-component vector of int) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:32 Constant: 0:32 4 (const uint) -0:32 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:32 f2: direct index for structure ( uniform 2-component vector of float) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:32 Constant: 0:32 6 (const uint) 0:33 Sequence @@ -573,12 +573,12 @@ gl_FragCoord origin is upper left 0:33 'r14' ( temp 2-component vector of float) 0:33 max ( temp 2-component vector of float) 0:33 Convert uint to float ( temp 2-component vector of float) -0:33 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:33 u2: direct index for structure ( uniform 2-component vector of uint) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:33 Constant: 0:33 5 (const uint) -0:33 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:33 f2: direct index for structure ( uniform 2-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:33 Constant: 0:33 6 (const uint) 0:35 Sequence @@ -586,17 +586,17 @@ gl_FragCoord origin is upper left 0:35 'r20' ( temp 2-component vector of float) 0:35 clamp ( temp 2-component vector of float) 0:35 Convert int to float ( temp 2-component vector of float) -0:35 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:35 i2: direct index for structure ( uniform 2-component vector of int) +0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:35 Constant: 0:35 4 (const uint) 0:35 Convert uint to float ( temp 2-component vector of float) -0:35 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:35 u2: direct index for structure ( uniform 2-component vector of uint) +0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:35 Constant: 0:35 5 (const uint) -0:35 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:35 f2: direct index for structure ( uniform 2-component vector of float) +0:35 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:35 Constant: 0:35 6 (const uint) 0:36 Sequence @@ -604,17 +604,17 @@ gl_FragCoord origin is upper left 0:36 'r21' ( temp 2-component vector of uint) 0:36 clamp ( temp 2-component vector of uint) 0:36 Convert bool to uint ( temp 2-component vector of uint) -0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:36 b2: direct index for structure ( uniform 2-component vector of bool) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:36 Constant: 0:36 7 (const uint) -0:36 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:36 u2: direct index for structure ( uniform 2-component vector of uint) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:36 Constant: 0:36 5 (const uint) 0:36 Convert bool to uint ( temp 2-component vector of uint) -0:36 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:36 b2: direct index for structure ( uniform 2-component vector of bool) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:36 Constant: 0:36 7 (const uint) 0:37 Sequence @@ -622,17 +622,17 @@ gl_FragCoord origin is upper left 0:37 'r22' ( temp 2-component vector of float) 0:37 clamp ( temp 2-component vector of float) 0:37 Convert bool to float ( temp 2-component vector of float) -0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:37 b2: direct index for structure ( uniform 2-component vector of bool) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:37 Constant: 0:37 7 (const uint) -0:37 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:37 f2: direct index for structure ( uniform 2-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:37 Constant: 0:37 6 (const uint) 0:37 Convert bool to float ( temp 2-component vector of float) -0:37 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:37 b2: direct index for structure ( uniform 2-component vector of bool) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:37 Constant: 0:37 7 (const uint) 0:40 Sequence @@ -641,12 +641,12 @@ gl_FragCoord origin is upper left 0:40 max ( temp 2-component vector of float) 0:40 Construct vec2 ( in 2-component vector of float) 0:40 Convert bool to float ( temp float) -0:40 b: direct index for structure (layout( offset=12) uniform bool) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:40 b: direct index for structure ( uniform bool) +0:40 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:40 Constant: 0:40 3 (const uint) -0:40 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:40 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:40 f2: direct index for structure ( uniform 2-component vector of float) +0:40 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:40 Constant: 0:40 6 (const uint) 0:41 Sequence @@ -655,12 +655,12 @@ gl_FragCoord origin is upper left 0:41 max ( temp 2-component vector of uint) 0:41 Construct uvec2 ( in 2-component vector of uint) 0:41 Convert bool to uint ( temp uint) -0:41 b: direct index for structure (layout( offset=12) uniform bool) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:41 b: direct index for structure ( uniform bool) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:41 Constant: 0:41 3 (const uint) -0:41 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:41 u2: direct index for structure ( uniform 2-component vector of uint) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:41 Constant: 0:41 5 (const uint) 0:42 Sequence @@ -669,12 +669,12 @@ gl_FragCoord origin is upper left 0:42 max ( temp 2-component vector of int) 0:42 Construct ivec2 ( in 2-component vector of int) 0:42 Convert bool to int ( temp int) -0:42 b: direct index for structure (layout( offset=12) uniform bool) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:42 b: direct index for structure ( uniform bool) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:42 Constant: 0:42 3 (const uint) -0:42 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:42 i2: direct index for structure ( uniform 2-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:42 Constant: 0:42 4 (const uint) 0:43 Sequence @@ -683,12 +683,12 @@ gl_FragCoord origin is upper left 0:43 max ( temp 2-component vector of float) 0:43 Construct vec2 ( in 2-component vector of float) 0:43 Convert int to float ( temp float) -0:43 i: direct index for structure (layout( offset=0) uniform int) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:43 i: direct index for structure ( uniform int) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:43 Constant: 0:43 0 (const uint) -0:43 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:43 f2: direct index for structure ( uniform 2-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:43 Constant: 0:43 6 (const uint) 0:44 Sequence @@ -697,12 +697,12 @@ gl_FragCoord origin is upper left 0:44 max ( temp 2-component vector of float) 0:44 Construct vec2 ( in 2-component vector of float) 0:44 Convert uint to float ( temp float) -0:44 u: direct index for structure (layout( offset=4) uniform uint) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:44 u: direct index for structure ( uniform uint) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:44 Constant: 0:44 1 (const uint) -0:44 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:44 f2: direct index for structure ( uniform 2-component vector of float) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:44 Constant: 0:44 6 (const uint) 0:46 Sequence @@ -711,17 +711,17 @@ gl_FragCoord origin is upper left 0:46 clamp ( temp 2-component vector of float) 0:46 Construct vec2 ( in 2-component vector of float) 0:46 Convert int to float ( temp float) -0:46 i: direct index for structure (layout( offset=0) uniform int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:46 i: direct index for structure ( uniform int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:46 Constant: 0:46 0 (const uint) 0:46 Convert uint to float ( temp 2-component vector of float) -0:46 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:46 u2: direct index for structure ( uniform 2-component vector of uint) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:46 Constant: 0:46 5 (const uint) -0:46 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:46 f2: direct index for structure ( uniform 2-component vector of float) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:46 Constant: 0:46 6 (const uint) 0:47 Sequence @@ -729,18 +729,18 @@ gl_FragCoord origin is upper left 0:47 'r41' ( temp 2-component vector of uint) 0:47 clamp ( temp 2-component vector of uint) 0:47 Convert bool to uint ( temp 2-component vector of uint) -0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:47 b2: direct index for structure ( uniform 2-component vector of bool) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:47 Constant: 0:47 7 (const uint) 0:47 Construct uvec2 ( in 2-component vector of uint) -0:47 u: direct index for structure (layout( offset=4) uniform uint) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:47 u: direct index for structure ( uniform uint) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:47 Constant: 0:47 1 (const uint) 0:47 Convert bool to uint ( temp 2-component vector of uint) -0:47 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:47 b2: direct index for structure ( uniform 2-component vector of bool) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:47 Constant: 0:47 7 (const uint) 0:48 Sequence @@ -748,19 +748,19 @@ gl_FragCoord origin is upper left 0:48 'r42' ( temp 2-component vector of float) 0:48 clamp ( temp 2-component vector of float) 0:48 Convert bool to float ( temp 2-component vector of float) -0:48 b2: direct index for structure (layout( offset=40) uniform 2-component vector of bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:48 b2: direct index for structure ( uniform 2-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:48 Constant: 0:48 7 (const uint) 0:48 Construct vec2 ( in 2-component vector of float) -0:48 f: direct index for structure (layout( offset=8) uniform float) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:48 f: direct index for structure ( uniform float) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:48 Constant: 0:48 2 (const uint) 0:48 Construct vec2 ( in 2-component vector of float) 0:48 Convert bool to float ( temp float) -0:48 b: direct index for structure (layout( offset=12) uniform bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:48 b: direct index for structure ( uniform bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:48 Constant: 0:48 3 (const uint) 0:49 Sequence @@ -770,17 +770,17 @@ gl_FragCoord origin is upper left 0:49 clamp ( temp 2-component vector of uint) 0:49 Construct uvec2 ( in 2-component vector of uint) 0:49 Convert int to uint ( temp uint) -0:49 i: direct index for structure (layout( offset=0) uniform int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:49 i: direct index for structure ( uniform int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:49 Constant: 0:49 0 (const uint) 0:49 Convert int to uint ( temp 2-component vector of uint) -0:49 i2: direct index for structure (layout( offset=16) uniform 2-component vector of int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:49 i2: direct index for structure ( uniform 2-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:49 Constant: 0:49 4 (const uint) -0:49 u2: direct index for structure (layout( offset=24) uniform 2-component vector of uint) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:49 u2: direct index for structure ( uniform 2-component vector of uint) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:49 Constant: 0:49 5 (const uint) 0:51 Sequence @@ -790,8 +790,8 @@ gl_FragCoord origin is upper left 0:? imageLoad ( temp 4-component vector of float) 0:51 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:51 Convert uint to int ( temp int) -0:51 upos: direct index for structure (layout( offset=48) uniform uint) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:51 upos: direct index for structure ( uniform uint) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:51 Constant: 0:51 8 (const uint) 0:52 Sequence @@ -801,8 +801,8 @@ gl_FragCoord origin is upper left 0:? imageLoad ( temp 4-component vector of float) 0:52 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:52 Convert float to int ( temp int) -0:52 fpos: direct index for structure (layout( offset=52) uniform float) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:52 fpos: direct index for structure ( uniform float) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:52 Constant: 0:52 9 (const uint) 0:70 Sequence @@ -882,10 +882,10 @@ gl_FragCoord origin is upper left 0:20 Constant: 0:20 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:? 'g_tTex1df4' ( uniform texture1D) 0:? 'color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out b/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out index 5a922db..7ccc596 100644 --- a/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out +++ b/Test/baseResults/hlsl.intrinsics.promote.outputs.frag.out @@ -6,8 +6,8 @@ gl_FragCoord origin is upper left 0:20 Function Parameters: 0:? Sequence 0:37 clamp ( temp float) -0:37 fpos: direct index for structure (layout( offset=52) uniform float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:37 fpos: direct index for structure ( uniform float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:37 Constant: 0:37 9 (const uint) 0:37 Constant: @@ -94,10 +94,10 @@ gl_FragCoord origin is upper left 0:20 Constant: 0:20 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:? 'g_tTex1df4' ( uniform texture1D) 0:? 'color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) Linked fragment stage: @@ -110,8 +110,8 @@ gl_FragCoord origin is upper left 0:20 Function Parameters: 0:? Sequence 0:37 clamp ( temp float) -0:37 fpos: direct index for structure (layout( offset=52) uniform float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) +0:37 fpos: direct index for structure ( uniform float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:37 Constant: 0:37 9 (const uint) 0:37 Constant: @@ -198,10 +198,10 @@ gl_FragCoord origin is upper left 0:20 Constant: 0:20 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos}) 0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:? 'g_tTex1df4' ( uniform texture1D) 0:? 'color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.2dms.dx10.frag.out b/Test/baseResults/hlsl.load.2dms.dx10.frag.out index 938df6a..f436f88 100644 --- a/Test/baseResults/hlsl.load.2dms.dx10.frag.out +++ b/Test/baseResults/hlsl.load.2dms.dx10.frag.out @@ -7,122 +7,122 @@ gl_FragCoord origin is upper left 0:? Sequence 0:32 textureFetch ( temp 4-component vector of float) 0:32 'g_tTex2dmsf4' ( uniform texture2DMS) -0:32 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:32 c2: direct index for structure ( uniform 2-component vector of int) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:32 Constant: 0:32 1 (const uint) 0:32 Constant: 0:32 3 (const int) 0:33 textureFetch ( temp 4-component vector of int) 0:33 'g_tTex2dmsi4' ( uniform itexture2DMS) -0:33 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:33 c2: direct index for structure ( uniform 2-component vector of int) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:33 Constant: 0:33 1 (const uint) 0:33 Constant: 0:33 3 (const int) 0:34 textureFetch ( temp 4-component vector of uint) 0:34 'g_tTex2dmsu4' ( uniform utexture2DMS) -0:34 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:34 c2: direct index for structure ( uniform 2-component vector of int) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:34 Constant: 0:34 1 (const uint) 0:34 Constant: 0:34 3 (const int) 0:37 textureFetchOffset ( temp 4-component vector of float) 0:37 'g_tTex2dmsf4' ( uniform texture2DMS) -0:37 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:37 c2: direct index for structure ( uniform 2-component vector of int) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:37 Constant: 0:37 1 (const uint) 0:37 Constant: 0:37 3 (const int) -0:37 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:37 o2: direct index for structure ( uniform 2-component vector of int) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:37 Constant: 0:37 5 (const uint) 0:38 textureFetchOffset ( temp 4-component vector of int) 0:38 'g_tTex2dmsi4' ( uniform itexture2DMS) -0:38 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:38 c2: direct index for structure ( uniform 2-component vector of int) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:38 Constant: 0:38 1 (const uint) 0:38 Constant: 0:38 3 (const int) -0:38 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:38 o2: direct index for structure ( uniform 2-component vector of int) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:38 Constant: 0:38 5 (const uint) 0:39 textureFetchOffset ( temp 4-component vector of uint) 0:39 'g_tTex2dmsu4' ( uniform utexture2DMS) -0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:39 c2: direct index for structure ( uniform 2-component vector of int) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: 0:39 3 (const int) -0:39 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:39 o2: direct index for structure ( uniform 2-component vector of int) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:39 Constant: 0:39 5 (const uint) 0:42 textureFetch ( temp 4-component vector of float) 0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray) -0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 c3: direct index for structure ( uniform 3-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: 0:42 3 (const int) 0:43 textureFetch ( temp 4-component vector of int) 0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) -0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:43 c3: direct index for structure ( uniform 3-component vector of int) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: 0:43 3 (const int) 0:44 textureFetch ( temp 4-component vector of uint) 0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) -0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 c3: direct index for structure ( uniform 3-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 3 (const int) 0:47 textureFetchOffset ( temp 4-component vector of float) 0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray) -0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 c3: direct index for structure ( uniform 3-component vector of int) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) -0:47 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 o2: direct index for structure ( uniform 2-component vector of int) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:47 Constant: 0:47 5 (const uint) 0:48 textureFetchOffset ( temp 4-component vector of int) 0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) -0:48 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 c3: direct index for structure ( uniform 3-component vector of int) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:48 Constant: 0:48 2 (const uint) 0:48 Constant: 0:48 3 (const int) -0:48 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 o2: direct index for structure ( uniform 2-component vector of int) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:48 Constant: 0:48 5 (const uint) 0:49 textureFetchOffset ( temp 4-component vector of uint) 0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) -0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:49 c3: direct index for structure ( uniform 3-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 2 (const uint) 0:49 Constant: 0:49 3 (const int) -0:49 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:49 o2: direct index for structure ( uniform 2-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 5 (const uint) 0:51 move second child to first child ( temp 4-component vector of float) @@ -171,9 +171,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -187,122 +187,122 @@ gl_FragCoord origin is upper left 0:? Sequence 0:32 textureFetch ( temp 4-component vector of float) 0:32 'g_tTex2dmsf4' ( uniform texture2DMS) -0:32 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:32 c2: direct index for structure ( uniform 2-component vector of int) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:32 Constant: 0:32 1 (const uint) 0:32 Constant: 0:32 3 (const int) 0:33 textureFetch ( temp 4-component vector of int) 0:33 'g_tTex2dmsi4' ( uniform itexture2DMS) -0:33 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:33 c2: direct index for structure ( uniform 2-component vector of int) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:33 Constant: 0:33 1 (const uint) 0:33 Constant: 0:33 3 (const int) 0:34 textureFetch ( temp 4-component vector of uint) 0:34 'g_tTex2dmsu4' ( uniform utexture2DMS) -0:34 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:34 c2: direct index for structure ( uniform 2-component vector of int) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:34 Constant: 0:34 1 (const uint) 0:34 Constant: 0:34 3 (const int) 0:37 textureFetchOffset ( temp 4-component vector of float) 0:37 'g_tTex2dmsf4' ( uniform texture2DMS) -0:37 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:37 c2: direct index for structure ( uniform 2-component vector of int) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:37 Constant: 0:37 1 (const uint) 0:37 Constant: 0:37 3 (const int) -0:37 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:37 o2: direct index for structure ( uniform 2-component vector of int) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:37 Constant: 0:37 5 (const uint) 0:38 textureFetchOffset ( temp 4-component vector of int) 0:38 'g_tTex2dmsi4' ( uniform itexture2DMS) -0:38 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:38 c2: direct index for structure ( uniform 2-component vector of int) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:38 Constant: 0:38 1 (const uint) 0:38 Constant: 0:38 3 (const int) -0:38 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:38 o2: direct index for structure ( uniform 2-component vector of int) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:38 Constant: 0:38 5 (const uint) 0:39 textureFetchOffset ( temp 4-component vector of uint) 0:39 'g_tTex2dmsu4' ( uniform utexture2DMS) -0:39 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:39 c2: direct index for structure ( uniform 2-component vector of int) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:39 Constant: 0:39 1 (const uint) 0:39 Constant: 0:39 3 (const int) -0:39 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:39 o2: direct index for structure ( uniform 2-component vector of int) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:39 Constant: 0:39 5 (const uint) 0:42 textureFetch ( temp 4-component vector of float) 0:42 'g_tTex2dmsf4a' ( uniform texture2DMSArray) -0:42 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 c3: direct index for structure ( uniform 3-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:42 Constant: 0:42 2 (const uint) 0:42 Constant: 0:42 3 (const int) 0:43 textureFetch ( temp 4-component vector of int) 0:43 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) -0:43 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:43 c3: direct index for structure ( uniform 3-component vector of int) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:43 Constant: 0:43 2 (const uint) 0:43 Constant: 0:43 3 (const int) 0:44 textureFetch ( temp 4-component vector of uint) 0:44 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) -0:44 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 c3: direct index for structure ( uniform 3-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 3 (const int) 0:47 textureFetchOffset ( temp 4-component vector of float) 0:47 'g_tTex2dmsf4a' ( uniform texture2DMSArray) -0:47 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 c3: direct index for structure ( uniform 3-component vector of int) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:47 Constant: 0:47 2 (const uint) 0:47 Constant: 0:47 3 (const int) -0:47 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:47 o2: direct index for structure ( uniform 2-component vector of int) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:47 Constant: 0:47 5 (const uint) 0:48 textureFetchOffset ( temp 4-component vector of int) 0:48 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) -0:48 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 c3: direct index for structure ( uniform 3-component vector of int) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:48 Constant: 0:48 2 (const uint) 0:48 Constant: 0:48 3 (const int) -0:48 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:48 o2: direct index for structure ( uniform 2-component vector of int) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:48 Constant: 0:48 5 (const uint) 0:49 textureFetchOffset ( temp 4-component vector of uint) 0:49 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) -0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:49 c3: direct index for structure ( uniform 3-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 2 (const uint) 0:49 Constant: 0:49 3 (const int) -0:49 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:49 o2: direct index for structure ( uniform 2-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 5 (const uint) 0:51 move second child to first child ( temp 4-component vector of float) @@ -351,9 +351,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray) 0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray) 0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.array.dx10.frag.out b/Test/baseResults/hlsl.load.array.dx10.frag.out index d52647d..9430e75 100644 --- a/Test/baseResults/hlsl.load.array.dx10.frag.out +++ b/Test/baseResults/hlsl.load.array.dx10.frag.out @@ -8,8 +8,8 @@ gl_FragCoord origin is upper left 0:52 textureFetch ( temp 4-component vector of float) 0:52 'g_tTex1df4a' ( uniform texture1DArray) 0:52 vector swizzle ( temp 2-component vector of int) -0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c3: direct index for structure ( uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence @@ -18,8 +18,8 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 1 (const int) 0:52 direct index ( temp int) -0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c3: direct index for structure ( uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: @@ -27,8 +27,8 @@ gl_FragCoord origin is upper left 0:53 textureFetch ( temp 4-component vector of int) 0:53 'g_tTex1di4a' ( uniform itexture1DArray) 0:53 vector swizzle ( temp 2-component vector of int) -0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c3: direct index for structure ( uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence @@ -37,8 +37,8 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 1 (const int) 0:53 direct index ( temp int) -0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c3: direct index for structure ( uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: @@ -46,8 +46,8 @@ gl_FragCoord origin is upper left 0:54 textureFetch ( temp 4-component vector of uint) 0:54 'g_tTex1du4a' ( uniform utexture1DArray) 0:54 vector swizzle ( temp 2-component vector of int) -0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence @@ -56,8 +56,8 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 1 (const int) 0:54 direct index ( temp int) -0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: @@ -65,8 +65,8 @@ gl_FragCoord origin is upper left 0:57 textureFetch ( temp 4-component vector of float) 0:57 'g_tTex2df4a' ( uniform texture2DArray) 0:57 vector swizzle ( temp 3-component vector of int) -0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c4: direct index for structure ( uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence @@ -77,8 +77,8 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 2 (const int) 0:57 direct index ( temp int) -0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c4: direct index for structure ( uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: @@ -86,8 +86,8 @@ gl_FragCoord origin is upper left 0:58 textureFetch ( temp 4-component vector of int) 0:58 'g_tTex2di4a' ( uniform itexture2DArray) 0:58 vector swizzle ( temp 3-component vector of int) -0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c4: direct index for structure ( uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence @@ -98,8 +98,8 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 2 (const int) 0:58 direct index ( temp int) -0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c4: direct index for structure ( uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: @@ -107,8 +107,8 @@ gl_FragCoord origin is upper left 0:59 textureFetch ( temp 4-component vector of uint) 0:59 'g_tTex2du4a' ( uniform utexture2DArray) 0:59 vector swizzle ( temp 3-component vector of int) -0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c4: direct index for structure ( uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence @@ -119,8 +119,8 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 2 (const int) 0:59 direct index ( temp int) -0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c4: direct index for structure ( uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: @@ -186,9 +186,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -203,8 +203,8 @@ gl_FragCoord origin is upper left 0:52 textureFetch ( temp 4-component vector of float) 0:52 'g_tTex1df4a' ( uniform texture1DArray) 0:52 vector swizzle ( temp 2-component vector of int) -0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c3: direct index for structure ( uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence @@ -213,8 +213,8 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 1 (const int) 0:52 direct index ( temp int) -0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c3: direct index for structure ( uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: @@ -222,8 +222,8 @@ gl_FragCoord origin is upper left 0:53 textureFetch ( temp 4-component vector of int) 0:53 'g_tTex1di4a' ( uniform itexture1DArray) 0:53 vector swizzle ( temp 2-component vector of int) -0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c3: direct index for structure ( uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence @@ -232,8 +232,8 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 1 (const int) 0:53 direct index ( temp int) -0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c3: direct index for structure ( uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: @@ -241,8 +241,8 @@ gl_FragCoord origin is upper left 0:54 textureFetch ( temp 4-component vector of uint) 0:54 'g_tTex1du4a' ( uniform utexture1DArray) 0:54 vector swizzle ( temp 2-component vector of int) -0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence @@ -251,8 +251,8 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 1 (const int) 0:54 direct index ( temp int) -0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: @@ -260,8 +260,8 @@ gl_FragCoord origin is upper left 0:57 textureFetch ( temp 4-component vector of float) 0:57 'g_tTex2df4a' ( uniform texture2DArray) 0:57 vector swizzle ( temp 3-component vector of int) -0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c4: direct index for structure ( uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence @@ -272,8 +272,8 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 2 (const int) 0:57 direct index ( temp int) -0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c4: direct index for structure ( uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: @@ -281,8 +281,8 @@ gl_FragCoord origin is upper left 0:58 textureFetch ( temp 4-component vector of int) 0:58 'g_tTex2di4a' ( uniform itexture2DArray) 0:58 vector swizzle ( temp 3-component vector of int) -0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c4: direct index for structure ( uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence @@ -293,8 +293,8 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 2 (const int) 0:58 direct index ( temp int) -0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c4: direct index for structure ( uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: @@ -302,8 +302,8 @@ gl_FragCoord origin is upper left 0:59 textureFetch ( temp 4-component vector of uint) 0:59 'g_tTex2du4a' ( uniform utexture2DArray) 0:59 vector swizzle ( temp 3-component vector of int) -0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c4: direct index for structure ( uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence @@ -314,8 +314,8 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 2 (const int) 0:59 direct index ( temp int) -0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c4: direct index for structure ( uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: @@ -381,9 +381,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.basic.dx10.frag.out b/Test/baseResults/hlsl.load.basic.dx10.frag.out index bc9374c..6a976f0 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.frag.out +++ b/Test/baseResults/hlsl.load.basic.dx10.frag.out @@ -8,16 +8,16 @@ gl_FragCoord origin is upper left 0:52 textureFetch ( temp 4-component vector of float) 0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:52 vector swizzle ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: @@ -25,16 +25,16 @@ gl_FragCoord origin is upper left 0:53 textureFetch ( temp 4-component vector of int) 0:53 'g_tTex1di4' ( uniform itexture1D) 0:53 vector swizzle ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: @@ -42,16 +42,16 @@ gl_FragCoord origin is upper left 0:54 textureFetch ( temp 4-component vector of uint) 0:54 'g_tTex1du4' ( uniform utexture1D) 0:54 vector swizzle ( temp int) -0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index ( temp int) -0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Constant: @@ -59,8 +59,8 @@ gl_FragCoord origin is upper left 0:57 textureFetch ( temp 4-component vector of float) 0:57 'g_tTex2df4' ( uniform texture2D) 0:57 vector swizzle ( temp 2-component vector of int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence @@ -69,8 +69,8 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: @@ -78,8 +78,8 @@ gl_FragCoord origin is upper left 0:58 textureFetch ( temp 4-component vector of int) 0:58 'g_tTex2di4' ( uniform itexture2D) 0:58 vector swizzle ( temp 2-component vector of int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence @@ -88,8 +88,8 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: @@ -97,8 +97,8 @@ gl_FragCoord origin is upper left 0:59 textureFetch ( temp 4-component vector of uint) 0:59 'g_tTex2du4' ( uniform utexture2D) 0:59 vector swizzle ( temp 2-component vector of int) -0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Sequence @@ -107,8 +107,8 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 1 (const int) 0:59 direct index ( temp int) -0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: @@ -116,8 +116,8 @@ gl_FragCoord origin is upper left 0:62 textureFetch ( temp 4-component vector of float) 0:62 'g_tTex3df4' ( uniform texture3D) 0:62 vector swizzle ( temp 3-component vector of int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence @@ -128,8 +128,8 @@ gl_FragCoord origin is upper left 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Constant: @@ -137,8 +137,8 @@ gl_FragCoord origin is upper left 0:63 textureFetch ( temp 4-component vector of int) 0:63 'g_tTex3di4' ( uniform itexture3D) 0:63 vector swizzle ( temp 3-component vector of int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence @@ -149,8 +149,8 @@ gl_FragCoord origin is upper left 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: @@ -158,8 +158,8 @@ gl_FragCoord origin is upper left 0:64 textureFetch ( temp 4-component vector of uint) 0:64 'g_tTex3du4' ( uniform utexture3D) 0:64 vector swizzle ( temp 3-component vector of int) -0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Sequence @@ -170,8 +170,8 @@ gl_FragCoord origin is upper left 0:64 Constant: 0:64 2 (const int) 0:64 direct index ( temp int) -0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: @@ -237,9 +237,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -254,16 +254,16 @@ gl_FragCoord origin is upper left 0:52 textureFetch ( temp 4-component vector of float) 0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:52 vector swizzle ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: @@ -271,16 +271,16 @@ gl_FragCoord origin is upper left 0:53 textureFetch ( temp 4-component vector of int) 0:53 'g_tTex1di4' ( uniform itexture1D) 0:53 vector swizzle ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: @@ -288,16 +288,16 @@ gl_FragCoord origin is upper left 0:54 textureFetch ( temp 4-component vector of uint) 0:54 'g_tTex1du4' ( uniform utexture1D) 0:54 vector swizzle ( temp int) -0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index ( temp int) -0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Constant: @@ -305,8 +305,8 @@ gl_FragCoord origin is upper left 0:57 textureFetch ( temp 4-component vector of float) 0:57 'g_tTex2df4' ( uniform texture2D) 0:57 vector swizzle ( temp 2-component vector of int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence @@ -315,8 +315,8 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: @@ -324,8 +324,8 @@ gl_FragCoord origin is upper left 0:58 textureFetch ( temp 4-component vector of int) 0:58 'g_tTex2di4' ( uniform itexture2D) 0:58 vector swizzle ( temp 2-component vector of int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence @@ -334,8 +334,8 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: @@ -343,8 +343,8 @@ gl_FragCoord origin is upper left 0:59 textureFetch ( temp 4-component vector of uint) 0:59 'g_tTex2du4' ( uniform utexture2D) 0:59 vector swizzle ( temp 2-component vector of int) -0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Sequence @@ -353,8 +353,8 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 1 (const int) 0:59 direct index ( temp int) -0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: @@ -362,8 +362,8 @@ gl_FragCoord origin is upper left 0:62 textureFetch ( temp 4-component vector of float) 0:62 'g_tTex3df4' ( uniform texture3D) 0:62 vector swizzle ( temp 3-component vector of int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence @@ -374,8 +374,8 @@ gl_FragCoord origin is upper left 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Constant: @@ -383,8 +383,8 @@ gl_FragCoord origin is upper left 0:63 textureFetch ( temp 4-component vector of int) 0:63 'g_tTex3di4' ( uniform itexture3D) 0:63 vector swizzle ( temp 3-component vector of int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence @@ -395,8 +395,8 @@ gl_FragCoord origin is upper left 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: @@ -404,8 +404,8 @@ gl_FragCoord origin is upper left 0:64 textureFetch ( temp 4-component vector of uint) 0:64 'g_tTex3du4' ( uniform utexture3D) 0:64 vector swizzle ( temp 3-component vector of int) -0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Sequence @@ -416,8 +416,8 @@ gl_FragCoord origin is upper left 0:64 Constant: 0:64 2 (const int) 0:64 direct index ( temp int) -0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: @@ -483,9 +483,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.basic.dx10.vert.out b/Test/baseResults/hlsl.load.basic.dx10.vert.out index 51547c5..a41675c 100644 --- a/Test/baseResults/hlsl.load.basic.dx10.vert.out +++ b/Test/baseResults/hlsl.load.basic.dx10.vert.out @@ -7,16 +7,16 @@ Shader version: 450 0:51 textureFetch ( temp 4-component vector of float) 0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:51 vector swizzle ( temp int) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Sequence 0:51 Constant: 0:51 0 (const int) 0:51 direct index ( temp int) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: @@ -24,16 +24,16 @@ Shader version: 450 0:52 textureFetch ( temp 4-component vector of int) 0:52 'g_tTex1di4' ( uniform itexture1D) 0:52 vector swizzle ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: @@ -41,16 +41,16 @@ Shader version: 450 0:53 textureFetch ( temp 4-component vector of uint) 0:53 'g_tTex1du4' ( uniform utexture1D) 0:53 vector swizzle ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: @@ -58,8 +58,8 @@ Shader version: 450 0:56 textureFetch ( temp 4-component vector of float) 0:56 'g_tTex2df4' ( uniform texture2D) 0:56 vector swizzle ( temp 2-component vector of int) -0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c3: direct index for structure ( uniform 3-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) 0:56 Sequence @@ -68,8 +68,8 @@ Shader version: 450 0:56 Constant: 0:56 1 (const int) 0:56 direct index ( temp int) -0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c3: direct index for structure ( uniform 3-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) 0:56 Constant: @@ -77,8 +77,8 @@ Shader version: 450 0:57 textureFetch ( temp 4-component vector of int) 0:57 'g_tTex2di4' ( uniform itexture2D) 0:57 vector swizzle ( temp 2-component vector of int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence @@ -87,8 +87,8 @@ Shader version: 450 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: @@ -96,8 +96,8 @@ Shader version: 450 0:58 textureFetch ( temp 4-component vector of uint) 0:58 'g_tTex2du4' ( uniform utexture2D) 0:58 vector swizzle ( temp 2-component vector of int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence @@ -106,8 +106,8 @@ Shader version: 450 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: @@ -115,8 +115,8 @@ Shader version: 450 0:61 textureFetch ( temp 4-component vector of float) 0:61 'g_tTex3df4' ( uniform texture3D) 0:61 vector swizzle ( temp 3-component vector of int) -0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 c4: direct index for structure ( uniform 4-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Sequence @@ -127,8 +127,8 @@ Shader version: 450 0:61 Constant: 0:61 2 (const int) 0:61 direct index ( temp int) -0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 c4: direct index for structure ( uniform 4-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Constant: @@ -136,8 +136,8 @@ Shader version: 450 0:62 textureFetch ( temp 4-component vector of int) 0:62 'g_tTex3di4' ( uniform itexture3D) 0:62 vector swizzle ( temp 3-component vector of int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence @@ -148,8 +148,8 @@ Shader version: 450 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Constant: @@ -157,8 +157,8 @@ Shader version: 450 0:63 textureFetch ( temp 4-component vector of uint) 0:63 'g_tTex3du4' ( uniform utexture3D) 0:63 vector swizzle ( temp 3-component vector of int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence @@ -169,8 +169,8 @@ Shader version: 450 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: @@ -220,8 +220,8 @@ Shader version: 450 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? '@entryPointOutput' (layout( location=0) out structure{}) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked vertex stage: @@ -235,16 +235,16 @@ Shader version: 450 0:51 textureFetch ( temp 4-component vector of float) 0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:51 vector swizzle ( temp int) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Sequence 0:51 Constant: 0:51 0 (const int) 0:51 direct index ( temp int) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:51 Constant: @@ -252,16 +252,16 @@ Shader version: 450 0:52 textureFetch ( temp 4-component vector of int) 0:52 'g_tTex1di4' ( uniform itexture1D) 0:52 vector swizzle ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: @@ -269,16 +269,16 @@ Shader version: 450 0:53 textureFetch ( temp 4-component vector of uint) 0:53 'g_tTex1du4' ( uniform utexture1D) 0:53 vector swizzle ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: @@ -286,8 +286,8 @@ Shader version: 450 0:56 textureFetch ( temp 4-component vector of float) 0:56 'g_tTex2df4' ( uniform texture2D) 0:56 vector swizzle ( temp 2-component vector of int) -0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c3: direct index for structure ( uniform 3-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) 0:56 Sequence @@ -296,8 +296,8 @@ Shader version: 450 0:56 Constant: 0:56 1 (const int) 0:56 direct index ( temp int) -0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c3: direct index for structure ( uniform 3-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) 0:56 Constant: @@ -305,8 +305,8 @@ Shader version: 450 0:57 textureFetch ( temp 4-component vector of int) 0:57 'g_tTex2di4' ( uniform itexture2D) 0:57 vector swizzle ( temp 2-component vector of int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence @@ -315,8 +315,8 @@ Shader version: 450 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: @@ -324,8 +324,8 @@ Shader version: 450 0:58 textureFetch ( temp 4-component vector of uint) 0:58 'g_tTex2du4' ( uniform utexture2D) 0:58 vector swizzle ( temp 2-component vector of int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence @@ -334,8 +334,8 @@ Shader version: 450 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: @@ -343,8 +343,8 @@ Shader version: 450 0:61 textureFetch ( temp 4-component vector of float) 0:61 'g_tTex3df4' ( uniform texture3D) 0:61 vector swizzle ( temp 3-component vector of int) -0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 c4: direct index for structure ( uniform 4-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Sequence @@ -355,8 +355,8 @@ Shader version: 450 0:61 Constant: 0:61 2 (const int) 0:61 direct index ( temp int) -0:61 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 c4: direct index for structure ( uniform 4-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 3 (const uint) 0:61 Constant: @@ -364,8 +364,8 @@ Shader version: 450 0:62 textureFetch ( temp 4-component vector of int) 0:62 'g_tTex3di4' ( uniform itexture3D) 0:62 vector swizzle ( temp 3-component vector of int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence @@ -376,8 +376,8 @@ Shader version: 450 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Constant: @@ -385,8 +385,8 @@ Shader version: 450 0:63 textureFetch ( temp 4-component vector of uint) 0:63 'g_tTex3du4' ( uniform utexture3D) 0:63 vector swizzle ( temp 3-component vector of int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence @@ -397,8 +397,8 @@ Shader version: 450 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: @@ -448,8 +448,8 @@ Shader version: 450 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? '@entryPointOutput' (layout( location=0) out structure{}) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.buffer.dx10.frag.out b/Test/baseResults/hlsl.load.buffer.dx10.frag.out index 298818b..134a7fd 100644 --- a/Test/baseResults/hlsl.load.buffer.dx10.frag.out +++ b/Test/baseResults/hlsl.load.buffer.dx10.frag.out @@ -10,8 +10,8 @@ gl_FragCoord origin is upper left 0:28 'r00' ( temp 4-component vector of float) 0:28 imageLoad ( temp 4-component vector of float) 0:28 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer) -0:28 c1: direct index for structure (layout( offset=0) uniform int) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:28 c1: direct index for structure ( uniform int) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:28 Constant: 0:28 0 (const uint) 0:29 Sequence @@ -19,8 +19,8 @@ gl_FragCoord origin is upper left 0:29 'r01' ( temp 4-component vector of int) 0:29 imageLoad ( temp 4-component vector of int) 0:29 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer) -0:29 c1: direct index for structure (layout( offset=0) uniform int) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:29 c1: direct index for structure ( uniform int) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:29 Constant: 0:29 0 (const uint) 0:30 Sequence @@ -28,8 +28,8 @@ gl_FragCoord origin is upper left 0:30 'r02' ( temp 4-component vector of uint) 0:30 imageLoad ( temp 4-component vector of uint) 0:30 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer) -0:30 c1: direct index for structure (layout( offset=0) uniform int) -0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:30 c1: direct index for structure ( uniform int) +0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:30 Constant: 0:30 0 (const uint) 0:34 move second child to first child ( temp 4-component vector of float) @@ -75,9 +75,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer) 0:? 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer) 0:? 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -94,8 +94,8 @@ gl_FragCoord origin is upper left 0:28 'r00' ( temp 4-component vector of float) 0:28 imageLoad ( temp 4-component vector of float) 0:28 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer) -0:28 c1: direct index for structure (layout( offset=0) uniform int) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:28 c1: direct index for structure ( uniform int) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:28 Constant: 0:28 0 (const uint) 0:29 Sequence @@ -103,8 +103,8 @@ gl_FragCoord origin is upper left 0:29 'r01' ( temp 4-component vector of int) 0:29 imageLoad ( temp 4-component vector of int) 0:29 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer) -0:29 c1: direct index for structure (layout( offset=0) uniform int) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:29 c1: direct index for structure ( uniform int) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:29 Constant: 0:29 0 (const uint) 0:30 Sequence @@ -112,8 +112,8 @@ gl_FragCoord origin is upper left 0:30 'r02' ( temp 4-component vector of uint) 0:30 imageLoad ( temp 4-component vector of uint) 0:30 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer) -0:30 c1: direct index for structure (layout( offset=0) uniform int) -0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:30 c1: direct index for structure ( uniform int) +0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:30 Constant: 0:30 0 (const uint) 0:34 move second child to first child ( temp 4-component vector of float) @@ -159,9 +159,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer) 0:? 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer) 0:? 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out b/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out index 77da1b9..6ba3d99 100644 --- a/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out +++ b/Test/baseResults/hlsl.load.buffer.float.dx10.frag.out @@ -11,8 +11,8 @@ gl_FragCoord origin is upper left 0:28 Construct float ( temp float) 0:? imageLoad ( temp 4-component vector of float) 0:28 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) -0:28 c1: direct index for structure (layout( offset=0) uniform int) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:28 c1: direct index for structure ( uniform int) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:28 Constant: 0:28 0 (const uint) 0:29 Sequence @@ -21,8 +21,8 @@ gl_FragCoord origin is upper left 0:29 Construct int ( temp int) 0:? imageLoad ( temp 4-component vector of int) 0:29 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer) -0:29 c1: direct index for structure (layout( offset=0) uniform int) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:29 c1: direct index for structure ( uniform int) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:29 Constant: 0:29 0 (const uint) 0:30 Sequence @@ -31,8 +31,8 @@ gl_FragCoord origin is upper left 0:30 Construct uint ( temp uint) 0:? imageLoad ( temp 4-component vector of uint) 0:30 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer) -0:30 c1: direct index for structure (layout( offset=0) uniform int) -0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:30 c1: direct index for structure ( uniform int) +0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:30 Constant: 0:30 0 (const uint) 0:34 move second child to first child ( temp 4-component vector of float) @@ -78,9 +78,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:? 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer) 0:? 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -98,8 +98,8 @@ gl_FragCoord origin is upper left 0:28 Construct float ( temp float) 0:? imageLoad ( temp 4-component vector of float) 0:28 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) -0:28 c1: direct index for structure (layout( offset=0) uniform int) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:28 c1: direct index for structure ( uniform int) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:28 Constant: 0:28 0 (const uint) 0:29 Sequence @@ -108,8 +108,8 @@ gl_FragCoord origin is upper left 0:29 Construct int ( temp int) 0:? imageLoad ( temp 4-component vector of int) 0:29 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer) -0:29 c1: direct index for structure (layout( offset=0) uniform int) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:29 c1: direct index for structure ( uniform int) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:29 Constant: 0:29 0 (const uint) 0:30 Sequence @@ -118,8 +118,8 @@ gl_FragCoord origin is upper left 0:30 Construct uint ( temp uint) 0:? imageLoad ( temp 4-component vector of uint) 0:30 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer) -0:30 c1: direct index for structure (layout( offset=0) uniform int) -0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:30 c1: direct index for structure ( uniform int) +0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:30 Constant: 0:30 0 (const uint) 0:34 move second child to first child ( temp 4-component vector of float) @@ -165,9 +165,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer) 0:? 'g_tTexbis' (layout( r32i) readonly uniform iimageBuffer) 0:? 'g_tTexbus' (layout( r32ui) readonly uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.offset.dx10.frag.out b/Test/baseResults/hlsl.load.offset.dx10.frag.out index 0f4b619..7d6c63a 100644 --- a/Test/baseResults/hlsl.load.offset.dx10.frag.out +++ b/Test/baseResults/hlsl.load.offset.dx10.frag.out @@ -8,71 +8,71 @@ gl_FragCoord origin is upper left 0:52 textureFetchOffset ( temp 4-component vector of float) 0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:52 vector swizzle ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: 0:52 1 (const int) -0:52 o1: direct index for structure (layout( offset=48) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o1: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 4 (const uint) 0:53 textureFetchOffset ( temp 4-component vector of int) 0:53 'g_tTex1di4' ( uniform itexture1D) 0:53 vector swizzle ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) -0:53 o1: direct index for structure (layout( offset=48) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 o1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 4 (const uint) 0:54 textureFetchOffset ( temp 4-component vector of uint) 0:54 'g_tTex1du4' ( uniform utexture1D) 0:54 vector swizzle ( temp int) -0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index ( temp int) -0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Constant: 0:54 1 (const int) -0:54 o1: direct index for structure (layout( offset=48) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 o1: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 4 (const uint) 0:57 textureFetchOffset ( temp 4-component vector of float) 0:57 'g_tTex2df4' ( uniform texture2D) 0:57 vector swizzle ( temp 2-component vector of int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence @@ -81,21 +81,21 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) -0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 o2: direct index for structure ( uniform 2-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 5 (const uint) 0:58 textureFetchOffset ( temp 4-component vector of int) 0:58 'g_tTex2di4' ( uniform itexture2D) 0:58 vector swizzle ( temp 2-component vector of int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence @@ -104,21 +104,21 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) -0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 o2: direct index for structure ( uniform 2-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 5 (const uint) 0:59 textureFetchOffset ( temp 4-component vector of uint) 0:59 'g_tTex2du4' ( uniform utexture2D) 0:59 vector swizzle ( temp 2-component vector of int) -0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Sequence @@ -127,21 +127,21 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 1 (const int) 0:59 direct index ( temp int) -0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: 0:59 2 (const int) -0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 o2: direct index for structure ( uniform 2-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 5 (const uint) 0:62 textureFetchOffset ( temp 4-component vector of float) 0:62 'g_tTex3df4' ( uniform texture3D) 0:62 vector swizzle ( temp 3-component vector of int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence @@ -152,21 +152,21 @@ gl_FragCoord origin is upper left 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) -0:62 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o3: direct index for structure ( uniform 3-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 6 (const uint) 0:63 textureFetchOffset ( temp 4-component vector of int) 0:63 'g_tTex3di4' ( uniform itexture3D) 0:63 vector swizzle ( temp 3-component vector of int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence @@ -177,21 +177,21 @@ gl_FragCoord origin is upper left 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) -0:63 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 o3: direct index for structure ( uniform 3-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 6 (const uint) 0:64 textureFetchOffset ( temp 4-component vector of uint) 0:64 'g_tTex3du4' ( uniform utexture3D) 0:64 vector swizzle ( temp 3-component vector of int) -0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Sequence @@ -202,14 +202,14 @@ gl_FragCoord origin is upper left 0:64 Constant: 0:64 2 (const int) 0:64 direct index ( temp int) -0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) -0:64 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 o3: direct index for structure ( uniform 3-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 6 (const uint) 0:72 move second child to first child ( temp 4-component vector of float) @@ -273,9 +273,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -290,71 +290,71 @@ gl_FragCoord origin is upper left 0:52 textureFetchOffset ( temp 4-component vector of float) 0:52 'g_tTex1df4' (layout( binding=0) uniform texture1D) 0:52 vector swizzle ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Sequence 0:52 Constant: 0:52 0 (const int) 0:52 direct index ( temp int) -0:52 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c2: direct index for structure ( uniform 2-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 1 (const uint) 0:52 Constant: 0:52 1 (const int) -0:52 o1: direct index for structure (layout( offset=48) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o1: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 4 (const uint) 0:53 textureFetchOffset ( temp 4-component vector of int) 0:53 'g_tTex1di4' ( uniform itexture1D) 0:53 vector swizzle ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Sequence 0:53 Constant: 0:53 0 (const int) 0:53 direct index ( temp int) -0:53 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c2: direct index for structure ( uniform 2-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 1 (const uint) 0:53 Constant: 0:53 1 (const int) -0:53 o1: direct index for structure (layout( offset=48) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 o1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 4 (const uint) 0:54 textureFetchOffset ( temp 4-component vector of uint) 0:54 'g_tTex1du4' ( uniform utexture1D) 0:54 vector swizzle ( temp int) -0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Sequence 0:54 Constant: 0:54 0 (const int) 0:54 direct index ( temp int) -0:54 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c2: direct index for structure ( uniform 2-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 1 (const uint) 0:54 Constant: 0:54 1 (const int) -0:54 o1: direct index for structure (layout( offset=48) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 o1: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 4 (const uint) 0:57 textureFetchOffset ( temp 4-component vector of float) 0:57 'g_tTex2df4' ( uniform texture2D) 0:57 vector swizzle ( temp 2-component vector of int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Sequence @@ -363,21 +363,21 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 1 (const int) 0:57 direct index ( temp int) -0:57 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c3: direct index for structure ( uniform 3-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 2 (const uint) 0:57 Constant: 0:57 2 (const int) -0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 o2: direct index for structure ( uniform 2-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 5 (const uint) 0:58 textureFetchOffset ( temp 4-component vector of int) 0:58 'g_tTex2di4' ( uniform itexture2D) 0:58 vector swizzle ( temp 2-component vector of int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Sequence @@ -386,21 +386,21 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 1 (const int) 0:58 direct index ( temp int) -0:58 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c3: direct index for structure ( uniform 3-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 2 (const uint) 0:58 Constant: 0:58 2 (const int) -0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 o2: direct index for structure ( uniform 2-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 5 (const uint) 0:59 textureFetchOffset ( temp 4-component vector of uint) 0:59 'g_tTex2du4' ( uniform utexture2D) 0:59 vector swizzle ( temp 2-component vector of int) -0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Sequence @@ -409,21 +409,21 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 1 (const int) 0:59 direct index ( temp int) -0:59 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c3: direct index for structure ( uniform 3-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 2 (const uint) 0:59 Constant: 0:59 2 (const int) -0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 o2: direct index for structure ( uniform 2-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 5 (const uint) 0:62 textureFetchOffset ( temp 4-component vector of float) 0:62 'g_tTex3df4' ( uniform texture3D) 0:62 vector swizzle ( temp 3-component vector of int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Sequence @@ -434,21 +434,21 @@ gl_FragCoord origin is upper left 0:62 Constant: 0:62 2 (const int) 0:62 direct index ( temp int) -0:62 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c4: direct index for structure ( uniform 4-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 3 (const uint) 0:62 Constant: 0:62 3 (const int) -0:62 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 o3: direct index for structure ( uniform 3-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 6 (const uint) 0:63 textureFetchOffset ( temp 4-component vector of int) 0:63 'g_tTex3di4' ( uniform itexture3D) 0:63 vector swizzle ( temp 3-component vector of int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Sequence @@ -459,21 +459,21 @@ gl_FragCoord origin is upper left 0:63 Constant: 0:63 2 (const int) 0:63 direct index ( temp int) -0:63 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c4: direct index for structure ( uniform 4-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 3 (const uint) 0:63 Constant: 0:63 3 (const int) -0:63 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 o3: direct index for structure ( uniform 3-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 6 (const uint) 0:64 textureFetchOffset ( temp 4-component vector of uint) 0:64 'g_tTex3du4' ( uniform utexture3D) 0:64 vector swizzle ( temp 3-component vector of int) -0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Sequence @@ -484,14 +484,14 @@ gl_FragCoord origin is upper left 0:64 Constant: 0:64 2 (const int) 0:64 direct index ( temp int) -0:64 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 c4: direct index for structure ( uniform 4-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 3 (const uint) 0:64 Constant: 0:64 3 (const int) -0:64 o3: direct index for structure (layout( offset=64) uniform 3-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:64 o3: direct index for structure ( uniform 3-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:64 Constant: 0:64 6 (const uint) 0:72 move second child to first child ( temp 4-component vector of float) @@ -555,9 +555,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out b/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out index 65d92f0..f20b607 100644 --- a/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out +++ b/Test/baseResults/hlsl.load.offsetarray.dx10.frag.out @@ -8,8 +8,8 @@ gl_FragCoord origin is upper left 0:52 textureFetchOffset ( temp 4-component vector of float) 0:52 'g_tTex1df4a' ( uniform texture1DArray) 0:52 vector swizzle ( temp 2-component vector of int) -0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c3: direct index for structure ( uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence @@ -18,21 +18,21 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 1 (const int) 0:52 direct index ( temp int) -0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c3: direct index for structure ( uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) -0:52 o1: direct index for structure (layout( offset=48) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o1: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 4 (const uint) 0:53 textureFetchOffset ( temp 4-component vector of int) 0:53 'g_tTex1di4a' ( uniform itexture1DArray) 0:53 vector swizzle ( temp 2-component vector of int) -0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c3: direct index for structure ( uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence @@ -41,21 +41,21 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 1 (const int) 0:53 direct index ( temp int) -0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c3: direct index for structure ( uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) -0:53 o1: direct index for structure (layout( offset=48) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 o1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 4 (const uint) 0:54 textureFetchOffset ( temp 4-component vector of uint) 0:54 'g_tTex1du4a' ( uniform utexture1DArray) 0:54 vector swizzle ( temp 2-component vector of int) -0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence @@ -64,21 +64,21 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 1 (const int) 0:54 direct index ( temp int) -0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) -0:54 o1: direct index for structure (layout( offset=48) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 o1: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 4 (const uint) 0:57 textureFetchOffset ( temp 4-component vector of float) 0:57 'g_tTex2df4a' ( uniform texture2DArray) 0:57 vector swizzle ( temp 3-component vector of int) -0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c4: direct index for structure ( uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence @@ -89,21 +89,21 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 2 (const int) 0:57 direct index ( temp int) -0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c4: direct index for structure ( uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) -0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 o2: direct index for structure ( uniform 2-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 5 (const uint) 0:58 textureFetchOffset ( temp 4-component vector of int) 0:58 'g_tTex2di4a' ( uniform itexture2DArray) 0:58 vector swizzle ( temp 3-component vector of int) -0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c4: direct index for structure ( uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence @@ -114,21 +114,21 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 2 (const int) 0:58 direct index ( temp int) -0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c4: direct index for structure ( uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) -0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 o2: direct index for structure ( uniform 2-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 5 (const uint) 0:59 textureFetchOffset ( temp 4-component vector of uint) 0:59 'g_tTex2du4a' ( uniform utexture2DArray) 0:59 vector swizzle ( temp 3-component vector of int) -0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c4: direct index for structure ( uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence @@ -139,14 +139,14 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 2 (const int) 0:59 direct index ( temp int) -0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c4: direct index for structure ( uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: 0:59 3 (const int) -0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 o2: direct index for structure ( uniform 2-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 5 (const uint) 0:65 move second child to first child ( temp 4-component vector of float) @@ -210,9 +210,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -227,8 +227,8 @@ gl_FragCoord origin is upper left 0:52 textureFetchOffset ( temp 4-component vector of float) 0:52 'g_tTex1df4a' ( uniform texture1DArray) 0:52 vector swizzle ( temp 2-component vector of int) -0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c3: direct index for structure ( uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Sequence @@ -237,21 +237,21 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 1 (const int) 0:52 direct index ( temp int) -0:52 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c3: direct index for structure ( uniform 3-component vector of int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 2 (const uint) 0:52 Constant: 0:52 2 (const int) -0:52 o1: direct index for structure (layout( offset=48) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 o1: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 4 (const uint) 0:53 textureFetchOffset ( temp 4-component vector of int) 0:53 'g_tTex1di4a' ( uniform itexture1DArray) 0:53 vector swizzle ( temp 2-component vector of int) -0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c3: direct index for structure ( uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Sequence @@ -260,21 +260,21 @@ gl_FragCoord origin is upper left 0:53 Constant: 0:53 1 (const int) 0:53 direct index ( temp int) -0:53 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c3: direct index for structure ( uniform 3-component vector of int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 2 (const uint) 0:53 Constant: 0:53 2 (const int) -0:53 o1: direct index for structure (layout( offset=48) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 o1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 4 (const uint) 0:54 textureFetchOffset ( temp 4-component vector of uint) 0:54 'g_tTex1du4a' ( uniform utexture1DArray) 0:54 vector swizzle ( temp 2-component vector of int) -0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Sequence @@ -283,21 +283,21 @@ gl_FragCoord origin is upper left 0:54 Constant: 0:54 1 (const int) 0:54 direct index ( temp int) -0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:54 Constant: 0:54 2 (const int) -0:54 o1: direct index for structure (layout( offset=48) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 o1: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 4 (const uint) 0:57 textureFetchOffset ( temp 4-component vector of float) 0:57 'g_tTex2df4a' ( uniform texture2DArray) 0:57 vector swizzle ( temp 3-component vector of int) -0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c4: direct index for structure ( uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Sequence @@ -308,21 +308,21 @@ gl_FragCoord origin is upper left 0:57 Constant: 0:57 2 (const int) 0:57 direct index ( temp int) -0:57 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c4: direct index for structure ( uniform 4-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 3 (const uint) 0:57 Constant: 0:57 3 (const int) -0:57 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 o2: direct index for structure ( uniform 2-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 5 (const uint) 0:58 textureFetchOffset ( temp 4-component vector of int) 0:58 'g_tTex2di4a' ( uniform itexture2DArray) 0:58 vector swizzle ( temp 3-component vector of int) -0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c4: direct index for structure ( uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Sequence @@ -333,21 +333,21 @@ gl_FragCoord origin is upper left 0:58 Constant: 0:58 2 (const int) 0:58 direct index ( temp int) -0:58 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c4: direct index for structure ( uniform 4-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 3 (const uint) 0:58 Constant: 0:58 3 (const int) -0:58 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 o2: direct index for structure ( uniform 2-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 5 (const uint) 0:59 textureFetchOffset ( temp 4-component vector of uint) 0:59 'g_tTex2du4a' ( uniform utexture2DArray) 0:59 vector swizzle ( temp 3-component vector of int) -0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c4: direct index for structure ( uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Sequence @@ -358,14 +358,14 @@ gl_FragCoord origin is upper left 0:59 Constant: 0:59 2 (const int) 0:59 direct index ( temp int) -0:59 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 c4: direct index for structure ( uniform 4-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 3 (const uint) 0:59 Constant: 0:59 3 (const int) -0:59 o2: direct index for structure (layout( offset=56) uniform 2-component vector of int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:59 o2: direct index for structure ( uniform 2-component vector of int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:59 Constant: 0:59 5 (const uint) 0:65 move second child to first child ( temp 4-component vector of float) @@ -429,9 +429,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out b/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out index 73d5c10..ea8bdd2 100644 --- a/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out +++ b/Test/baseResults/hlsl.load.rwbuffer.dx10.frag.out @@ -7,20 +7,20 @@ gl_FragCoord origin is upper left 0:? Sequence 0:25 imageLoad ( temp 4-component vector of float) 0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) -0:25 c1: direct index for structure (layout( offset=0) uniform int) -0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:25 c1: direct index for structure ( uniform int) +0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:25 Constant: 0:25 0 (const uint) 0:26 imageLoad ( temp 4-component vector of uint) 0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) -0:26 c1: direct index for structure (layout( offset=0) uniform int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:26 c1: direct index for structure ( uniform int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:26 Constant: 0:26 0 (const uint) 0:27 imageLoad ( temp 4-component vector of int) 0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) -0:27 c1: direct index for structure (layout( offset=0) uniform int) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:27 c1: direct index for structure ( uniform int) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:27 Constant: 0:27 0 (const uint) 0:29 move second child to first child ( temp 4-component vector of float) @@ -49,8 +49,8 @@ gl_FragCoord origin is upper left 0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) 0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) 0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -64,20 +64,20 @@ gl_FragCoord origin is upper left 0:? Sequence 0:25 imageLoad ( temp 4-component vector of float) 0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) -0:25 c1: direct index for structure (layout( offset=0) uniform int) -0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:25 c1: direct index for structure ( uniform int) +0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:25 Constant: 0:25 0 (const uint) 0:26 imageLoad ( temp 4-component vector of uint) 0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) -0:26 c1: direct index for structure (layout( offset=0) uniform int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:26 c1: direct index for structure ( uniform int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:26 Constant: 0:26 0 (const uint) 0:27 imageLoad ( temp 4-component vector of int) 0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) -0:27 c1: direct index for structure (layout( offset=0) uniform int) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:27 c1: direct index for structure ( uniform int) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:27 Constant: 0:27 0 (const uint) 0:29 move second child to first child ( temp 4-component vector of float) @@ -106,8 +106,8 @@ gl_FragCoord origin is upper left 0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer) 0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer) 0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out b/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out index c4cae33..fba29c1 100644 --- a/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out +++ b/Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out @@ -7,38 +7,38 @@ gl_FragCoord origin is upper left 0:? Sequence 0:44 imageLoad ( temp 4-component vector of float) 0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) -0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 c2: direct index for structure ( uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 1 (const uint) 0:45 imageLoad ( temp 4-component vector of int) 0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) -0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 c2: direct index for structure ( uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 1 (const uint) 0:46 imageLoad ( temp 4-component vector of uint) 0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) -0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 c2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 1 (const uint) 0:49 imageLoad ( temp 4-component vector of float) 0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) -0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:49 c3: direct index for structure ( uniform 3-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 2 (const uint) 0:50 imageLoad ( temp 4-component vector of int) 0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) -0:50 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 c3: direct index for structure ( uniform 3-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 2 (const uint) 0:51 imageLoad ( temp 4-component vector of uint) 0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) -0:51 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c3: direct index for structure ( uniform 3-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 2 (const uint) 0:53 move second child to first child ( temp 4-component vector of float) @@ -96,9 +96,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) 0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -112,38 +112,38 @@ gl_FragCoord origin is upper left 0:? Sequence 0:44 imageLoad ( temp 4-component vector of float) 0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray) -0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 c2: direct index for structure ( uniform 2-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 1 (const uint) 0:45 imageLoad ( temp 4-component vector of int) 0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray) -0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 c2: direct index for structure ( uniform 2-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 1 (const uint) 0:46 imageLoad ( temp 4-component vector of uint) 0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray) -0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 c2: direct index for structure ( uniform 2-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 1 (const uint) 0:49 imageLoad ( temp 4-component vector of float) 0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) -0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:49 c3: direct index for structure ( uniform 3-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 2 (const uint) 0:50 imageLoad ( temp 4-component vector of int) 0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) -0:50 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 c3: direct index for structure ( uniform 3-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 2 (const uint) 0:51 imageLoad ( temp 4-component vector of uint) 0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) -0:51 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c3: direct index for structure ( uniform 3-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 2 (const uint) 0:53 move second child to first child ( temp 4-component vector of float) @@ -201,9 +201,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) 0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out b/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out index b8da508..2b05b31 100644 --- a/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out +++ b/Test/baseResults/hlsl.load.rwtexture.dx10.frag.out @@ -7,56 +7,56 @@ gl_FragCoord origin is upper left 0:? Sequence 0:44 imageLoad ( temp 4-component vector of float) 0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:44 c1: direct index for structure (layout( offset=0) uniform int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 c1: direct index for structure ( uniform int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 0 (const uint) 0:45 imageLoad ( temp 4-component vector of int) 0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:45 c1: direct index for structure (layout( offset=0) uniform int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 c1: direct index for structure ( uniform int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 0 (const uint) 0:46 imageLoad ( temp 4-component vector of uint) 0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:46 c1: direct index for structure (layout( offset=0) uniform int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 c1: direct index for structure ( uniform int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 0 (const uint) 0:49 imageLoad ( temp 4-component vector of float) 0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:49 c2: direct index for structure ( uniform 2-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 1 (const uint) 0:50 imageLoad ( temp 4-component vector of int) 0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) -0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 c2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 1 (const uint) 0:51 imageLoad ( temp 4-component vector of uint) 0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:54 imageLoad ( temp 4-component vector of float) 0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:55 imageLoad ( temp 4-component vector of int) 0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) -0:55 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:55 c3: direct index for structure ( uniform 3-component vector of int) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:55 Constant: 0:55 2 (const uint) 0:56 imageLoad ( temp 4-component vector of uint) 0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) -0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c3: direct index for structure ( uniform 3-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) 0:58 move second child to first child ( temp 4-component vector of float) @@ -114,9 +114,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) 0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) Linked fragment stage: @@ -130,56 +130,56 @@ gl_FragCoord origin is upper left 0:? Sequence 0:44 imageLoad ( temp 4-component vector of float) 0:44 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:44 c1: direct index for structure (layout( offset=0) uniform int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:44 c1: direct index for structure ( uniform int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:44 Constant: 0:44 0 (const uint) 0:45 imageLoad ( temp 4-component vector of int) 0:45 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:45 c1: direct index for structure (layout( offset=0) uniform int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:45 c1: direct index for structure ( uniform int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:45 Constant: 0:45 0 (const uint) 0:46 imageLoad ( temp 4-component vector of uint) 0:46 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:46 c1: direct index for structure (layout( offset=0) uniform int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:46 c1: direct index for structure ( uniform int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:46 Constant: 0:46 0 (const uint) 0:49 imageLoad ( temp 4-component vector of float) 0:49 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:49 c2: direct index for structure ( uniform 2-component vector of int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 1 (const uint) 0:50 imageLoad ( temp 4-component vector of int) 0:50 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) -0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:50 c2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:50 Constant: 0:50 1 (const uint) 0:51 imageLoad ( temp 4-component vector of uint) 0:51 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) -0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c2: direct index for structure ( uniform 2-component vector of int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 1 (const uint) 0:54 imageLoad ( temp 4-component vector of float) 0:54 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:54 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:54 c3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:54 Constant: 0:54 2 (const uint) 0:55 imageLoad ( temp 4-component vector of int) 0:55 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) -0:55 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:55 c3: direct index for structure ( uniform 3-component vector of int) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:55 Constant: 0:55 2 (const uint) 0:56 imageLoad ( temp 4-component vector of uint) 0:56 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) -0:56 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c3: direct index for structure ( uniform 3-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 2 (const uint) 0:58 move second child to first child ( temp 4-component vector of float) @@ -237,9 +237,9 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) 0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.logical.binary.frag.out b/Test/baseResults/hlsl.logical.binary.frag.out index e901440..7aec275 100644 --- a/Test/baseResults/hlsl.logical.binary.frag.out +++ b/Test/baseResults/hlsl.logical.binary.frag.out @@ -9,14 +9,14 @@ gl_FragCoord origin is upper left 0:13 Condition 0:13 logical-and ( temp bool) 0:13 Convert int to bool ( temp bool) -0:13 ival: direct index for structure (layout( offset=0) uniform int) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:13 ival: direct index for structure ( uniform int) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) 0:13 Convert int to bool ( temp bool) 0:13 Convert float to int ( temp int) -0:13 fval: direct index for structure (layout( offset=32) uniform float) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:13 fval: direct index for structure ( uniform float) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 2 (const uint) 0:13 true case is null @@ -24,14 +24,14 @@ gl_FragCoord origin is upper left 0:14 Condition 0:14 logical-or ( temp bool) 0:14 Convert int to bool ( temp bool) -0:14 ival: direct index for structure (layout( offset=0) uniform int) -0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:14 ival: direct index for structure ( uniform int) +0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 0 (const uint) 0:14 Convert int to bool ( temp bool) 0:14 Convert float to int ( temp int) -0:14 fval: direct index for structure (layout( offset=32) uniform float) -0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:14 fval: direct index for structure ( uniform float) +0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 2 (const uint) 0:14 true case is null @@ -58,8 +58,8 @@ gl_FragCoord origin is upper left 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) Linked fragment stage: @@ -75,14 +75,14 @@ gl_FragCoord origin is upper left 0:13 Condition 0:13 logical-and ( temp bool) 0:13 Convert int to bool ( temp bool) -0:13 ival: direct index for structure (layout( offset=0) uniform int) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:13 ival: direct index for structure ( uniform int) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) 0:13 Convert int to bool ( temp bool) 0:13 Convert float to int ( temp int) -0:13 fval: direct index for structure (layout( offset=32) uniform float) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:13 fval: direct index for structure ( uniform float) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 2 (const uint) 0:13 true case is null @@ -90,14 +90,14 @@ gl_FragCoord origin is upper left 0:14 Condition 0:14 logical-or ( temp bool) 0:14 Convert int to bool ( temp bool) -0:14 ival: direct index for structure (layout( offset=0) uniform int) -0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:14 ival: direct index for structure ( uniform int) +0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 0 (const uint) 0:14 Convert int to bool ( temp bool) 0:14 Convert float to int ( temp int) -0:14 fval: direct index for structure (layout( offset=32) uniform float) -0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:14 fval: direct index for structure ( uniform float) +0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 2 (const uint) 0:14 true case is null @@ -124,8 +124,8 @@ gl_FragCoord origin is upper left 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.logical.binary.vec.frag.out b/Test/baseResults/hlsl.logical.binary.vec.frag.out index 2b005f0..38708ef 100644 --- a/Test/baseResults/hlsl.logical.binary.vec.frag.out +++ b/Test/baseResults/hlsl.logical.binary.vec.frag.out @@ -9,84 +9,84 @@ gl_FragCoord origin is upper left 0:11 move second child to first child ( temp 4-component vector of bool) 0:11 'r00' ( temp 4-component vector of bool) 0:11 Negate conditional ( temp 4-component vector of bool) -0:11 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) -0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:11 b4a: direct index for structure ( uniform 4-component vector of bool) +0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:11 Constant: 0:11 0 (const uint) 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of bool) 0:12 'r01' ( temp 4-component vector of bool) 0:12 logical-and ( temp 4-component vector of bool) -0:12 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) -0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:12 b4a: direct index for structure ( uniform 4-component vector of bool) +0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:12 Constant: 0:12 0 (const uint) -0:12 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) -0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:12 b4b: direct index for structure ( uniform 4-component vector of bool) +0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:12 Constant: 0:12 1 (const uint) 0:13 Sequence 0:13 move second child to first child ( temp 4-component vector of bool) 0:13 'r02' ( temp 4-component vector of bool) 0:13 logical-or ( temp 4-component vector of bool) -0:13 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:13 b4a: direct index for structure ( uniform 4-component vector of bool) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:13 Constant: 0:13 0 (const uint) -0:13 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:13 b4b: direct index for structure ( uniform 4-component vector of bool) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:13 Constant: 0:13 1 (const uint) 0:15 Sequence 0:15 move second child to first child ( temp 4-component vector of bool) 0:15 'r10' ( temp 4-component vector of bool) 0:15 logical-and ( temp 4-component vector of bool) -0:15 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool) -0:15 b1a: direct index for structure (layout( offset=32) uniform bool) -0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:15 Construct bvec4 ( uniform 4-component vector of bool) +0:15 b1a: direct index for structure ( uniform bool) +0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:15 Constant: 0:15 2 (const uint) -0:15 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) -0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:15 b4b: direct index for structure ( uniform 4-component vector of bool) +0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:15 Constant: 0:15 1 (const uint) 0:16 Sequence 0:16 move second child to first child ( temp 4-component vector of bool) 0:16 'r11' ( temp 4-component vector of bool) 0:16 logical-or ( temp 4-component vector of bool) -0:16 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool) -0:16 b1a: direct index for structure (layout( offset=32) uniform bool) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:16 Construct bvec4 ( uniform 4-component vector of bool) +0:16 b1a: direct index for structure ( uniform bool) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:16 Constant: 0:16 2 (const uint) -0:16 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:16 b4b: direct index for structure ( uniform 4-component vector of bool) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:16 Constant: 0:16 1 (const uint) 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of bool) 0:18 'r20' ( temp 4-component vector of bool) 0:18 logical-and ( temp 4-component vector of bool) -0:18 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) -0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:18 b4a: direct index for structure ( uniform 4-component vector of bool) +0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:18 Constant: 0:18 0 (const uint) -0:18 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool) -0:18 b1b: direct index for structure (layout( offset=36) uniform bool) -0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:18 Construct bvec4 ( uniform 4-component vector of bool) +0:18 b1b: direct index for structure ( uniform bool) +0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:18 Constant: 0:18 3 (const uint) 0:19 Sequence 0:19 move second child to first child ( temp 4-component vector of bool) 0:19 'r21' ( temp 4-component vector of bool) 0:19 logical-or ( temp 4-component vector of bool) -0:19 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) -0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:19 b4a: direct index for structure ( uniform 4-component vector of bool) +0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:19 Constant: 0:19 0 (const uint) -0:19 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool) -0:19 b1b: direct index for structure (layout( offset=36) uniform bool) -0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:19 Construct bvec4 ( uniform 4-component vector of bool) +0:19 b1b: direct index for structure ( uniform bool) +0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:19 Constant: 0:19 3 (const uint) 0:22 move second child to first child ( temp 4-component vector of float) @@ -121,8 +121,8 @@ gl_FragCoord origin is upper left 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) Linked fragment stage: @@ -138,84 +138,84 @@ gl_FragCoord origin is upper left 0:11 move second child to first child ( temp 4-component vector of bool) 0:11 'r00' ( temp 4-component vector of bool) 0:11 Negate conditional ( temp 4-component vector of bool) -0:11 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) -0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:11 b4a: direct index for structure ( uniform 4-component vector of bool) +0:11 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:11 Constant: 0:11 0 (const uint) 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of bool) 0:12 'r01' ( temp 4-component vector of bool) 0:12 logical-and ( temp 4-component vector of bool) -0:12 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) -0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:12 b4a: direct index for structure ( uniform 4-component vector of bool) +0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:12 Constant: 0:12 0 (const uint) -0:12 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) -0:12 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:12 b4b: direct index for structure ( uniform 4-component vector of bool) +0:12 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:12 Constant: 0:12 1 (const uint) 0:13 Sequence 0:13 move second child to first child ( temp 4-component vector of bool) 0:13 'r02' ( temp 4-component vector of bool) 0:13 logical-or ( temp 4-component vector of bool) -0:13 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:13 b4a: direct index for structure ( uniform 4-component vector of bool) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:13 Constant: 0:13 0 (const uint) -0:13 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:13 b4b: direct index for structure ( uniform 4-component vector of bool) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:13 Constant: 0:13 1 (const uint) 0:15 Sequence 0:15 move second child to first child ( temp 4-component vector of bool) 0:15 'r10' ( temp 4-component vector of bool) 0:15 logical-and ( temp 4-component vector of bool) -0:15 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool) -0:15 b1a: direct index for structure (layout( offset=32) uniform bool) -0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:15 Construct bvec4 ( uniform 4-component vector of bool) +0:15 b1a: direct index for structure ( uniform bool) +0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:15 Constant: 0:15 2 (const uint) -0:15 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) -0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:15 b4b: direct index for structure ( uniform 4-component vector of bool) +0:15 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:15 Constant: 0:15 1 (const uint) 0:16 Sequence 0:16 move second child to first child ( temp 4-component vector of bool) 0:16 'r11' ( temp 4-component vector of bool) 0:16 logical-or ( temp 4-component vector of bool) -0:16 Construct bvec4 (layout( offset=16) uniform 4-component vector of bool) -0:16 b1a: direct index for structure (layout( offset=32) uniform bool) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:16 Construct bvec4 ( uniform 4-component vector of bool) +0:16 b1a: direct index for structure ( uniform bool) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:16 Constant: 0:16 2 (const uint) -0:16 b4b: direct index for structure (layout( offset=16) uniform 4-component vector of bool) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:16 b4b: direct index for structure ( uniform 4-component vector of bool) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:16 Constant: 0:16 1 (const uint) 0:18 Sequence 0:18 move second child to first child ( temp 4-component vector of bool) 0:18 'r20' ( temp 4-component vector of bool) 0:18 logical-and ( temp 4-component vector of bool) -0:18 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) -0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:18 b4a: direct index for structure ( uniform 4-component vector of bool) +0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:18 Constant: 0:18 0 (const uint) -0:18 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool) -0:18 b1b: direct index for structure (layout( offset=36) uniform bool) -0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:18 Construct bvec4 ( uniform 4-component vector of bool) +0:18 b1b: direct index for structure ( uniform bool) +0:18 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:18 Constant: 0:18 3 (const uint) 0:19 Sequence 0:19 move second child to first child ( temp 4-component vector of bool) 0:19 'r21' ( temp 4-component vector of bool) 0:19 logical-or ( temp 4-component vector of bool) -0:19 b4a: direct index for structure (layout( offset=0) uniform 4-component vector of bool) -0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:19 b4a: direct index for structure ( uniform 4-component vector of bool) +0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:19 Constant: 0:19 0 (const uint) -0:19 Construct bvec4 (layout( offset=0) uniform 4-component vector of bool) -0:19 b1b: direct index for structure (layout( offset=36) uniform bool) -0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) +0:19 Construct bvec4 ( uniform 4-component vector of bool) +0:19 b1b: direct index for structure ( uniform bool) +0:19 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:19 Constant: 0:19 3 (const uint) 0:22 move second child to first child ( temp 4-component vector of float) @@ -250,8 +250,8 @@ gl_FragCoord origin is upper left 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of bool b4a, layout( offset=16) uniform 4-component vector of bool b4b, layout( offset=32) uniform bool b1a, layout( offset=36) uniform bool b1b}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.logical.unary.frag.out b/Test/baseResults/hlsl.logical.unary.frag.out index 2d45c44..4148794 100644 --- a/Test/baseResults/hlsl.logical.unary.frag.out +++ b/Test/baseResults/hlsl.logical.unary.frag.out @@ -7,39 +7,39 @@ gl_FragCoord origin is upper left 0:? Sequence 0:13 Negate conditional ( temp bool) 0:13 Convert int to bool ( temp bool) -0:13 ival: direct index for structure (layout( offset=0) uniform int) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:13 ival: direct index for structure ( uniform int) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) 0:14 Negate conditional ( temp 4-component vector of bool) 0:14 Convert int to bool ( temp 4-component vector of bool) -0:14 ival4: direct index for structure (layout( offset=16) uniform 4-component vector of int) -0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:14 ival4: direct index for structure ( uniform 4-component vector of int) +0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 1 (const uint) 0:16 Negate conditional ( temp bool) 0:16 Convert float to bool ( temp bool) -0:16 fval: direct index for structure (layout( offset=32) uniform float) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:16 fval: direct index for structure ( uniform float) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 2 (const uint) 0:17 Negate conditional ( temp 4-component vector of bool) 0:17 Convert float to bool ( temp 4-component vector of bool) -0:17 fval4: direct index for structure (layout( offset=48) uniform 4-component vector of float) -0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:17 fval4: direct index for structure ( uniform 4-component vector of float) +0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:17 Constant: 0:17 3 (const uint) 0:19 Test condition and select ( temp void) 0:19 Condition -0:19 ival: direct index for structure (layout( offset=0) uniform int) -0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:19 ival: direct index for structure ( uniform int) +0:19 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 0 (const uint) 0:19 true case is null 0:20 Test condition and select ( temp void) 0:20 Condition -0:20 fval: direct index for structure (layout( offset=32) uniform float) -0:20 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:20 fval: direct index for structure ( uniform float) +0:20 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:20 Constant: 0:20 2 (const uint) 0:20 true case is null @@ -47,8 +47,8 @@ gl_FragCoord origin is upper left 0:21 Condition 0:21 Negate conditional ( temp bool) 0:21 Convert int to bool ( temp bool) -0:21 ival: direct index for structure (layout( offset=0) uniform int) -0:21 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:21 ival: direct index for structure ( uniform int) +0:21 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:21 Constant: 0:21 0 (const uint) 0:21 true case is null @@ -56,8 +56,8 @@ gl_FragCoord origin is upper left 0:22 Condition 0:22 Negate conditional ( temp bool) 0:22 Convert float to bool ( temp bool) -0:22 fval: direct index for structure (layout( offset=32) uniform float) -0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:22 fval: direct index for structure ( uniform float) +0:22 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:22 Constant: 0:22 2 (const uint) 0:22 true case is null @@ -84,8 +84,8 @@ gl_FragCoord origin is upper left 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) Linked fragment stage: @@ -99,39 +99,39 @@ gl_FragCoord origin is upper left 0:? Sequence 0:13 Negate conditional ( temp bool) 0:13 Convert int to bool ( temp bool) -0:13 ival: direct index for structure (layout( offset=0) uniform int) -0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:13 ival: direct index for structure ( uniform int) +0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:13 Constant: 0:13 0 (const uint) 0:14 Negate conditional ( temp 4-component vector of bool) 0:14 Convert int to bool ( temp 4-component vector of bool) -0:14 ival4: direct index for structure (layout( offset=16) uniform 4-component vector of int) -0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:14 ival4: direct index for structure ( uniform 4-component vector of int) +0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:14 Constant: 0:14 1 (const uint) 0:16 Negate conditional ( temp bool) 0:16 Convert float to bool ( temp bool) -0:16 fval: direct index for structure (layout( offset=32) uniform float) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:16 fval: direct index for structure ( uniform float) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 2 (const uint) 0:17 Negate conditional ( temp 4-component vector of bool) 0:17 Convert float to bool ( temp 4-component vector of bool) -0:17 fval4: direct index for structure (layout( offset=48) uniform 4-component vector of float) -0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:17 fval4: direct index for structure ( uniform 4-component vector of float) +0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:17 Constant: 0:17 3 (const uint) 0:19 Test condition and select ( temp void) 0:19 Condition -0:19 ival: direct index for structure (layout( offset=0) uniform int) -0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:19 ival: direct index for structure ( uniform int) +0:19 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 0 (const uint) 0:19 true case is null 0:20 Test condition and select ( temp void) 0:20 Condition -0:20 fval: direct index for structure (layout( offset=32) uniform float) -0:20 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:20 fval: direct index for structure ( uniform float) +0:20 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:20 Constant: 0:20 2 (const uint) 0:20 true case is null @@ -139,8 +139,8 @@ gl_FragCoord origin is upper left 0:21 Condition 0:21 Negate conditional ( temp bool) 0:21 Convert int to bool ( temp bool) -0:21 ival: direct index for structure (layout( offset=0) uniform int) -0:21 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:21 ival: direct index for structure ( uniform int) +0:21 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:21 Constant: 0:21 0 (const uint) 0:21 true case is null @@ -148,8 +148,8 @@ gl_FragCoord origin is upper left 0:22 Condition 0:22 Negate conditional ( temp bool) 0:22 Convert float to bool ( temp bool) -0:22 fval: direct index for structure (layout( offset=32) uniform float) -0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) +0:22 fval: direct index for structure ( uniform float) +0:22 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:22 Constant: 0:22 2 (const uint) 0:22 true case is null @@ -176,8 +176,8 @@ gl_FragCoord origin is upper left 0:12 Constant: 0:12 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.matType.frag.out b/Test/baseResults/hlsl.matType.frag.out index a4a435b..ee40879 100755 --- a/Test/baseResults/hlsl.matType.frag.out +++ b/Test/baseResults/hlsl.matType.frag.out @@ -10,7 +10,7 @@ gl_FragCoord origin is upper left 0:10 Branch: Return with expression 0:10 'inFloat1' ( in 1-component vector of float) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 1-component vector of float f1, layout( offset=16) uniform 1X1 matrix of float fmat11, layout( offset=32) uniform 4X1 matrix of float fmat41, layout( offset=48) uniform 1X2 matrix of float fmat12, layout( offset=80) uniform 2X3 matrix of double dmat23, layout( offset=128) uniform 4X4 matrix of int int44}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 1-component vector of float f1, uniform 1X1 matrix of float fmat11, uniform 4X1 matrix of float fmat41, uniform 1X2 matrix of float fmat12, uniform 2X3 matrix of double dmat23, uniform 4X4 matrix of int int44}) Linked fragment stage: @@ -28,7 +28,7 @@ gl_FragCoord origin is upper left 0:10 Branch: Return with expression 0:10 'inFloat1' ( in 1-component vector of float) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 1-component vector of float f1, layout( offset=16) uniform 1X1 matrix of float fmat11, layout( offset=32) uniform 4X1 matrix of float fmat41, layout( offset=48) uniform 1X2 matrix of float fmat12, layout( offset=80) uniform 2X3 matrix of double dmat23, layout( offset=128) uniform 4X4 matrix of int int44}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 1-component vector of float f1, uniform 1X1 matrix of float fmat11, uniform 4X1 matrix of float fmat41, uniform 1X2 matrix of float fmat12, uniform 2X3 matrix of double dmat23, uniform 4X4 matrix of int int44}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.matrixindex.frag.out b/Test/baseResults/hlsl.matrixindex.frag.out index bd0e667..6f2339c 100644 --- a/Test/baseResults/hlsl.matrixindex.frag.out +++ b/Test/baseResults/hlsl.matrixindex.frag.out @@ -94,20 +94,20 @@ gl_FragCoord origin is upper left 0:43 23.000000 0:43 24.000000 0:43 25.000000 -0:43 idx: direct index for structure (layout( offset=0) uniform int) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um}) +0:43 idx: direct index for structure ( uniform int) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um}) 0:43 Constant: 0:43 0 (const uint) 0:44 Sequence 0:44 move second child to first child ( temp 2-component vector of float) 0:44 'r0c' ( temp 2-component vector of float) -0:44 indirect index (layout( offset=16) temp 2-component vector of float) -0:44 um: direct index for structure (layout( offset=16) uniform 3X2 matrix of float) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um}) +0:44 indirect index ( temp 2-component vector of float) +0:44 um: direct index for structure ( uniform 3X2 matrix of float) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um}) 0:44 Constant: 0:44 1 (const uint) -0:44 idx: direct index for structure (layout( offset=0) uniform int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um}) +0:44 idx: direct index for structure ( uniform int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um}) 0:44 Constant: 0:44 0 (const uint) 0:47 move second child to first child ( temp 4-component vector of float) @@ -130,8 +130,8 @@ gl_FragCoord origin is upper left 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um}) Linked fragment stage: @@ -232,20 +232,20 @@ gl_FragCoord origin is upper left 0:43 23.000000 0:43 24.000000 0:43 25.000000 -0:43 idx: direct index for structure (layout( offset=0) uniform int) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um}) +0:43 idx: direct index for structure ( uniform int) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um}) 0:43 Constant: 0:43 0 (const uint) 0:44 Sequence 0:44 move second child to first child ( temp 2-component vector of float) 0:44 'r0c' ( temp 2-component vector of float) -0:44 indirect index (layout( offset=16) temp 2-component vector of float) -0:44 um: direct index for structure (layout( offset=16) uniform 3X2 matrix of float) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um}) +0:44 indirect index ( temp 2-component vector of float) +0:44 um: direct index for structure ( uniform 3X2 matrix of float) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um}) 0:44 Constant: 0:44 1 (const uint) -0:44 idx: direct index for structure (layout( offset=0) uniform int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um}) +0:44 idx: direct index for structure ( uniform int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um}) 0:44 Constant: 0:44 0 (const uint) 0:47 move second child to first child ( temp 4-component vector of float) @@ -268,8 +268,8 @@ gl_FragCoord origin is upper left 0:10 Constant: 0:10 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.mintypes.frag.out b/Test/baseResults/hlsl.mintypes.frag.out index fbdae5d..257d7e4 100644 --- a/Test/baseResults/hlsl.mintypes.frag.out +++ b/Test/baseResults/hlsl.mintypes.frag.out @@ -43,8 +43,8 @@ gl_FragCoord origin is upper left 0:9 Constant: 0:9 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform mediump float b1a, uniform mediump float b1b}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform mediump float b1a, layout( offset=4) uniform mediump float b1b}) Linked fragment stage: @@ -94,8 +94,8 @@ gl_FragCoord origin is upper left 0:9 Constant: 0:9 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform mediump float b1a, uniform mediump float b1b}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform mediump float b1a, layout( offset=4) uniform mediump float b1b}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.params.default.frag.out b/Test/baseResults/hlsl.params.default.frag.out index 4722810..b8ddf0d 100644 --- a/Test/baseResults/hlsl.params.default.frag.out +++ b/Test/baseResults/hlsl.params.default.frag.out @@ -100,8 +100,8 @@ gl_FragCoord origin is upper left 0:43 101 (const int) 0:43 101 (const int) 0:43 101 (const int) -0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) +0:43 ui4: direct index for structure ( uniform 4-component vector of int) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4}) 0:43 Constant: 0:43 0 (const uint) 0:15 Constant: @@ -115,8 +115,8 @@ gl_FragCoord origin is upper left 0:44 102 (const int) 0:44 102 (const int) 0:44 102 (const int) -0:44 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) +0:44 ui4: direct index for structure ( uniform 4-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4}) 0:44 Constant: 0:44 0 (const uint) 0:44 'myarray' ( temp 2-element array of int) @@ -128,8 +128,8 @@ gl_FragCoord origin is upper left 0:45 103 (const int) 0:45 103 (const int) 0:45 103 (const int) -0:45 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) +0:45 ui4: direct index for structure ( uniform 4-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4}) 0:45 Constant: 0:45 0 (const uint) 0:45 'myarray' ( temp 2-element array of int) @@ -178,11 +178,11 @@ gl_FragCoord origin is upper left 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) 0:36 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4}) 0:? 'cia' ( const int) 0:? -4 (const int) 0:? 'cib' ( const int) 0:? -42 (const int) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) @@ -290,8 +290,8 @@ gl_FragCoord origin is upper left 0:43 101 (const int) 0:43 101 (const int) 0:43 101 (const int) -0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) +0:43 ui4: direct index for structure ( uniform 4-component vector of int) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4}) 0:43 Constant: 0:43 0 (const uint) 0:15 Constant: @@ -305,8 +305,8 @@ gl_FragCoord origin is upper left 0:44 102 (const int) 0:44 102 (const int) 0:44 102 (const int) -0:44 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) +0:44 ui4: direct index for structure ( uniform 4-component vector of int) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4}) 0:44 Constant: 0:44 0 (const uint) 0:44 'myarray' ( temp 2-element array of int) @@ -318,8 +318,8 @@ gl_FragCoord origin is upper left 0:45 103 (const int) 0:45 103 (const int) 0:45 103 (const int) -0:45 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) +0:45 ui4: direct index for structure ( uniform 4-component vector of int) +0:45 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4}) 0:45 Constant: 0:45 0 (const uint) 0:45 'myarray' ( temp 2-element array of int) @@ -368,11 +368,11 @@ gl_FragCoord origin is upper left 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) 0:36 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4}) 0:? 'cia' ( const int) 0:? -4 (const int) 0:? 'cib' ( const int) 0:? -42 (const int) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) // Module Version 10000 diff --git a/Test/baseResults/hlsl.params.default.negative.frag.out b/Test/baseResults/hlsl.params.default.negative.frag.out index 44382fd..219e920 100644 --- a/Test/baseResults/hlsl.params.default.negative.frag.out +++ b/Test/baseResults/hlsl.params.default.negative.frag.out @@ -101,8 +101,8 @@ ERROR: node is still EOpNull! 0:41 101 (const int) 0:41 101 (const int) 0:41 101 (const int) -0:41 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) +0:41 ui4: direct index for structure ( uniform 4-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar}) 0:41 Constant: 0:41 0 (const uint) 0:15 Constant: @@ -116,8 +116,8 @@ ERROR: node is still EOpNull! 0:42 102 (const int) 0:42 102 (const int) 0:42 102 (const int) -0:42 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) +0:42 ui4: direct index for structure ( uniform 4-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar}) 0:42 Constant: 0:42 0 (const uint) 0:42 'myarray' ( temp 2-element array of int) @@ -129,8 +129,8 @@ ERROR: node is still EOpNull! 0:43 103 (const int) 0:43 103 (const int) 0:43 103 (const int) -0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) +0:43 ui4: direct index for structure ( uniform 4-component vector of int) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar}) 0:43 Constant: 0:43 0 (const uint) 0:43 'myarray' ( temp 2-element array of int) @@ -185,11 +185,11 @@ ERROR: node is still EOpNull! 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) 0:37 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar}) 0:? 'cia' ( const int) 0:? -4 (const int) 0:? 'cib' ( const int) 0:? -42 (const int) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) @@ -291,8 +291,8 @@ ERROR: node is still EOpNull! 0:41 101 (const int) 0:41 101 (const int) 0:41 101 (const int) -0:41 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) +0:41 ui4: direct index for structure ( uniform 4-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar}) 0:41 Constant: 0:41 0 (const uint) 0:15 Constant: @@ -306,8 +306,8 @@ ERROR: node is still EOpNull! 0:42 102 (const int) 0:42 102 (const int) 0:42 102 (const int) -0:42 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) +0:42 ui4: direct index for structure ( uniform 4-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar}) 0:42 Constant: 0:42 0 (const uint) 0:42 'myarray' ( temp 2-element array of int) @@ -319,8 +319,8 @@ ERROR: node is still EOpNull! 0:43 103 (const int) 0:43 103 (const int) 0:43 103 (const int) -0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) +0:43 ui4: direct index for structure ( uniform 4-component vector of int) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar}) 0:43 Constant: 0:43 0 (const uint) 0:43 'myarray' ( temp 2-element array of int) @@ -375,11 +375,11 @@ ERROR: node is still EOpNull! 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) 0:37 Function Call: @main( ( temp 4-component vector of int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar}) 0:? 'cia' ( const int) 0:? -4 (const int) 0:? 'cib' ( const int) 0:? -42 (const int) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int) SPIR-V is not generated for failed compile or link diff --git a/Test/baseResults/hlsl.promote.binary.frag.out b/Test/baseResults/hlsl.promote.binary.frag.out index 358e221..34a46f9 100644 --- a/Test/baseResults/hlsl.promote.binary.frag.out +++ b/Test/baseResults/hlsl.promote.binary.frag.out @@ -7,42 +7,42 @@ gl_FragCoord origin is upper left 0:? Sequence 0:15 mod ( temp float) 0:15 Convert int to float ( temp float) -0:15 ival: direct index for structure (layout( offset=32) uniform int) -0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:15 ival: direct index for structure ( uniform int) +0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 2 (const uint) -0:15 fval: direct index for structure (layout( offset=64) uniform float) -0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:15 fval: direct index for structure ( uniform float) +0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 4 (const uint) 0:16 mod ( temp 4-component vector of float) 0:16 Convert int to float ( temp 4-component vector of float) -0:16 ival4: direct index for structure (layout( offset=48) uniform 4-component vector of int) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:16 ival4: direct index for structure ( uniform 4-component vector of int) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 3 (const uint) -0:16 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:16 fval4: direct index for structure ( uniform 4-component vector of float) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 5 (const uint) 0:18 mod ( temp float) 0:18 Convert bool to float ( temp float) -0:18 bval: direct index for structure (layout( offset=0) uniform bool) -0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:18 bval: direct index for structure ( uniform bool) +0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 0 (const uint) -0:18 fval: direct index for structure (layout( offset=64) uniform float) -0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:18 fval: direct index for structure ( uniform float) +0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 4 (const uint) 0:19 mod ( temp 4-component vector of float) 0:19 Convert bool to float ( temp 4-component vector of float) -0:19 bval4: direct index for structure (layout( offset=16) uniform 4-component vector of bool) -0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:19 bval4: direct index for structure ( uniform 4-component vector of bool) +0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 1 (const uint) -0:19 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float) -0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:19 fval4: direct index for structure ( uniform 4-component vector of float) +0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 5 (const uint) 0:21 Sequence @@ -53,8 +53,8 @@ gl_FragCoord origin is upper left 0:22 mod second child into first child ( temp int) 0:22 'l_int' ( temp int) 0:22 Convert float to int ( temp int) -0:22 fval: direct index for structure (layout( offset=64) uniform float) -0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:22 fval: direct index for structure ( uniform float) +0:22 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:22 Constant: 0:22 4 (const uint) 0:25 move second child to first child ( temp 4-component vector of float) @@ -80,8 +80,8 @@ gl_FragCoord origin is upper left 0:14 Constant: 0:14 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) Linked fragment stage: @@ -95,42 +95,42 @@ gl_FragCoord origin is upper left 0:? Sequence 0:15 mod ( temp float) 0:15 Convert int to float ( temp float) -0:15 ival: direct index for structure (layout( offset=32) uniform int) -0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:15 ival: direct index for structure ( uniform int) +0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 2 (const uint) -0:15 fval: direct index for structure (layout( offset=64) uniform float) -0:15 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:15 fval: direct index for structure ( uniform float) +0:15 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:15 Constant: 0:15 4 (const uint) 0:16 mod ( temp 4-component vector of float) 0:16 Convert int to float ( temp 4-component vector of float) -0:16 ival4: direct index for structure (layout( offset=48) uniform 4-component vector of int) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:16 ival4: direct index for structure ( uniform 4-component vector of int) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 3 (const uint) -0:16 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float) -0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:16 fval4: direct index for structure ( uniform 4-component vector of float) +0:16 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:16 Constant: 0:16 5 (const uint) 0:18 mod ( temp float) 0:18 Convert bool to float ( temp float) -0:18 bval: direct index for structure (layout( offset=0) uniform bool) -0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:18 bval: direct index for structure ( uniform bool) +0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 0 (const uint) -0:18 fval: direct index for structure (layout( offset=64) uniform float) -0:18 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:18 fval: direct index for structure ( uniform float) +0:18 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:18 Constant: 0:18 4 (const uint) 0:19 mod ( temp 4-component vector of float) 0:19 Convert bool to float ( temp 4-component vector of float) -0:19 bval4: direct index for structure (layout( offset=16) uniform 4-component vector of bool) -0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:19 bval4: direct index for structure ( uniform 4-component vector of bool) +0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 1 (const uint) -0:19 fval4: direct index for structure (layout( offset=80) uniform 4-component vector of float) -0:19 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:19 fval4: direct index for structure ( uniform 4-component vector of float) +0:19 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:19 Constant: 0:19 5 (const uint) 0:21 Sequence @@ -141,8 +141,8 @@ gl_FragCoord origin is upper left 0:22 mod second child into first child ( temp int) 0:22 'l_int' ( temp int) 0:22 Convert float to int ( temp int) -0:22 fval: direct index for structure (layout( offset=64) uniform float) -0:22 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) +0:22 fval: direct index for structure ( uniform float) +0:22 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:22 Constant: 0:22 4 (const uint) 0:25 move second child to first child ( temp 4-component vector of float) @@ -168,8 +168,8 @@ gl_FragCoord origin is upper left 0:14 Constant: 0:14 0 (const int) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform bool bval, layout( offset=16) uniform 4-component vector of bool bval4, layout( offset=32) uniform int ival, layout( offset=48) uniform 4-component vector of int ival4, layout( offset=64) uniform float fval, layout( offset=80) uniform 4-component vector of float fval4}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.promotions.frag.out b/Test/baseResults/hlsl.promotions.frag.out index 3fbbbfe..d955195 100644 --- a/Test/baseResults/hlsl.promotions.frag.out +++ b/Test/baseResults/hlsl.promotions.frag.out @@ -24,14 +24,14 @@ gl_FragCoord origin is upper left 0:26 move second child to first child ( temp 3-component vector of float) 0:26 'p' ( out 3-component vector of float) 0:26 Convert int to float ( temp 3-component vector of float) -0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:26 i3: direct index for structure ( uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:26 Constant: 0:26 0 (const uint) 0:26 Branch: Return with expression 0:26 Convert int to float ( temp 3-component vector of float) -0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:26 i3: direct index for structure ( uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:26 Constant: 0:26 0 (const uint) 0:27 Function Definition: Fn_R_F3U(vf3; ( temp 3-component vector of float) @@ -41,14 +41,14 @@ gl_FragCoord origin is upper left 0:27 move second child to first child ( temp 3-component vector of float) 0:27 'p' ( out 3-component vector of float) 0:27 Convert uint to float ( temp 3-component vector of float) -0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:27 u3: direct index for structure ( uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:27 Constant: 0:27 3 (const uint) 0:27 Branch: Return with expression 0:27 Convert uint to float ( temp 3-component vector of float) -0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:27 u3: direct index for structure ( uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:27 Constant: 0:27 3 (const uint) 0:28 Function Definition: Fn_R_F3B(vf3; ( temp 3-component vector of float) @@ -58,14 +58,14 @@ gl_FragCoord origin is upper left 0:28 move second child to first child ( temp 3-component vector of float) 0:28 'p' ( out 3-component vector of float) 0:28 Convert bool to float ( temp 3-component vector of float) -0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:28 b3: direct index for structure ( uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:28 Constant: 0:28 1 (const uint) 0:28 Branch: Return with expression 0:28 Convert bool to float ( temp 3-component vector of float) -0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:28 b3: direct index for structure ( uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:28 Constant: 0:28 1 (const uint) 0:29 Function Definition: Fn_R_F3D(vf3; ( temp 3-component vector of float) @@ -75,14 +75,14 @@ gl_FragCoord origin is upper left 0:29 move second child to first child ( temp 3-component vector of float) 0:29 'p' ( out 3-component vector of float) 0:29 Convert double to float ( temp 3-component vector of float) -0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:29 d3: direct index for structure ( uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:29 Constant: 0:29 4 (const uint) 0:29 Branch: Return with expression 0:29 Convert double to float ( temp 3-component vector of float) -0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:29 d3: direct index for structure ( uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:29 Constant: 0:29 4 (const uint) 0:31 Function Definition: Fn_R_I3U(vi3; ( temp 3-component vector of int) @@ -92,14 +92,14 @@ gl_FragCoord origin is upper left 0:31 move second child to first child ( temp 3-component vector of int) 0:31 'p' ( out 3-component vector of int) 0:31 Convert uint to int ( temp 3-component vector of int) -0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:31 u3: direct index for structure ( uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:31 Constant: 0:31 3 (const uint) 0:31 Branch: Return with expression 0:31 Convert uint to int ( temp 3-component vector of int) -0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:31 u3: direct index for structure ( uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:31 Constant: 0:31 3 (const uint) 0:32 Function Definition: Fn_R_I3B(vi3; ( temp 3-component vector of int) @@ -109,14 +109,14 @@ gl_FragCoord origin is upper left 0:32 move second child to first child ( temp 3-component vector of int) 0:32 'p' ( out 3-component vector of int) 0:32 Convert bool to int ( temp 3-component vector of int) -0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:32 b3: direct index for structure ( uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:32 Constant: 0:32 1 (const uint) 0:32 Branch: Return with expression 0:32 Convert bool to int ( temp 3-component vector of int) -0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:32 b3: direct index for structure ( uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:32 Constant: 0:32 1 (const uint) 0:33 Function Definition: Fn_R_I3F(vi3; ( temp 3-component vector of int) @@ -126,14 +126,14 @@ gl_FragCoord origin is upper left 0:33 move second child to first child ( temp 3-component vector of int) 0:33 'p' ( out 3-component vector of int) 0:33 Convert float to int ( temp 3-component vector of int) -0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:33 f3: direct index for structure ( uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:33 Constant: 0:33 2 (const uint) 0:33 Branch: Return with expression 0:33 Convert float to int ( temp 3-component vector of int) -0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:33 f3: direct index for structure ( uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:33 Constant: 0:33 2 (const uint) 0:34 Function Definition: Fn_R_I3D(vi3; ( temp 3-component vector of int) @@ -143,14 +143,14 @@ gl_FragCoord origin is upper left 0:34 move second child to first child ( temp 3-component vector of int) 0:34 'p' ( out 3-component vector of int) 0:34 Convert double to int ( temp 3-component vector of int) -0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:34 d3: direct index for structure ( uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:34 Constant: 0:34 4 (const uint) 0:34 Branch: Return with expression 0:34 Convert double to int ( temp 3-component vector of int) -0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:34 d3: direct index for structure ( uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:34 Constant: 0:34 4 (const uint) 0:36 Function Definition: Fn_R_U3I(vu3; ( temp 3-component vector of uint) @@ -160,14 +160,14 @@ gl_FragCoord origin is upper left 0:36 move second child to first child ( temp 3-component vector of uint) 0:36 'p' ( out 3-component vector of uint) 0:36 Convert int to uint ( temp 3-component vector of uint) -0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:36 i3: direct index for structure ( uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:36 Constant: 0:36 0 (const uint) 0:36 Branch: Return with expression 0:36 Convert int to uint ( temp 3-component vector of uint) -0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:36 i3: direct index for structure ( uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:36 Constant: 0:36 0 (const uint) 0:37 Function Definition: Fn_R_U3F(vu3; ( temp 3-component vector of uint) @@ -177,14 +177,14 @@ gl_FragCoord origin is upper left 0:37 move second child to first child ( temp 3-component vector of uint) 0:37 'p' ( out 3-component vector of uint) 0:37 Convert float to uint ( temp 3-component vector of uint) -0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:37 f3: direct index for structure ( uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:37 Constant: 0:37 2 (const uint) 0:37 Branch: Return with expression 0:37 Convert float to uint ( temp 3-component vector of uint) -0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:37 f3: direct index for structure ( uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:37 Constant: 0:37 2 (const uint) 0:38 Function Definition: Fn_R_U3B(vu3; ( temp 3-component vector of uint) @@ -194,14 +194,14 @@ gl_FragCoord origin is upper left 0:38 move second child to first child ( temp 3-component vector of uint) 0:38 'p' ( out 3-component vector of uint) 0:38 Convert bool to uint ( temp 3-component vector of uint) -0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:38 b3: direct index for structure ( uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:38 Constant: 0:38 1 (const uint) 0:38 Branch: Return with expression 0:38 Convert bool to uint ( temp 3-component vector of uint) -0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:38 b3: direct index for structure ( uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:38 Constant: 0:38 1 (const uint) 0:39 Function Definition: Fn_R_U3D(vu3; ( temp 3-component vector of uint) @@ -211,14 +211,14 @@ gl_FragCoord origin is upper left 0:39 move second child to first child ( temp 3-component vector of uint) 0:39 'p' ( out 3-component vector of uint) 0:39 Convert double to uint ( temp 3-component vector of uint) -0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:39 d3: direct index for structure ( uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:39 Constant: 0:39 4 (const uint) 0:39 Branch: Return with expression 0:39 Convert double to uint ( temp 3-component vector of uint) -0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:39 d3: direct index for structure ( uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:39 Constant: 0:39 4 (const uint) 0:41 Function Definition: Fn_R_B3I(vb3; ( temp 3-component vector of bool) @@ -228,14 +228,14 @@ gl_FragCoord origin is upper left 0:41 move second child to first child ( temp 3-component vector of bool) 0:41 'p' ( out 3-component vector of bool) 0:41 Convert int to bool ( temp 3-component vector of bool) -0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:41 i3: direct index for structure ( uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:41 Constant: 0:41 0 (const uint) 0:41 Branch: Return with expression 0:41 Convert int to bool ( temp 3-component vector of bool) -0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:41 i3: direct index for structure ( uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:41 Constant: 0:41 0 (const uint) 0:42 Function Definition: Fn_R_B3U(vb3; ( temp 3-component vector of bool) @@ -245,14 +245,14 @@ gl_FragCoord origin is upper left 0:42 move second child to first child ( temp 3-component vector of bool) 0:42 'p' ( out 3-component vector of bool) 0:42 Convert uint to bool ( temp 3-component vector of bool) -0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:42 u3: direct index for structure ( uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:42 Constant: 0:42 3 (const uint) 0:42 Branch: Return with expression 0:42 Convert uint to bool ( temp 3-component vector of bool) -0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:42 u3: direct index for structure ( uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:42 Constant: 0:42 3 (const uint) 0:43 Function Definition: Fn_R_B3F(vb3; ( temp 3-component vector of bool) @@ -262,14 +262,14 @@ gl_FragCoord origin is upper left 0:43 move second child to first child ( temp 3-component vector of bool) 0:43 'p' ( out 3-component vector of bool) 0:43 Convert float to bool ( temp 3-component vector of bool) -0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:43 f3: direct index for structure ( uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:43 Constant: 0:43 2 (const uint) 0:43 Branch: Return with expression 0:43 Convert float to bool ( temp 3-component vector of bool) -0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:43 f3: direct index for structure ( uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:43 Constant: 0:43 2 (const uint) 0:44 Function Definition: Fn_R_B3D(vb3; ( temp 3-component vector of bool) @@ -279,14 +279,14 @@ gl_FragCoord origin is upper left 0:44 move second child to first child ( temp 3-component vector of bool) 0:44 'p' ( out 3-component vector of bool) 0:44 Convert double to bool ( temp 3-component vector of bool) -0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:44 d3: direct index for structure ( uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:44 Constant: 0:44 4 (const uint) 0:44 Branch: Return with expression 0:44 Convert double to bool ( temp 3-component vector of bool) -0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:44 d3: direct index for structure ( uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:44 Constant: 0:44 4 (const uint) 0:46 Function Definition: Fn_R_D3I(vd3; ( temp 3-component vector of double) @@ -296,14 +296,14 @@ gl_FragCoord origin is upper left 0:46 move second child to first child ( temp 3-component vector of double) 0:46 'p' ( out 3-component vector of double) 0:46 Convert int to double ( temp 3-component vector of double) -0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:46 i3: direct index for structure ( uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:46 Constant: 0:46 0 (const uint) 0:46 Branch: Return with expression 0:46 Convert int to double ( temp 3-component vector of double) -0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:46 i3: direct index for structure ( uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:46 Constant: 0:46 0 (const uint) 0:47 Function Definition: Fn_R_D3U(vd3; ( temp 3-component vector of double) @@ -313,14 +313,14 @@ gl_FragCoord origin is upper left 0:47 move second child to first child ( temp 3-component vector of double) 0:47 'p' ( out 3-component vector of double) 0:47 Convert uint to double ( temp 3-component vector of double) -0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:47 u3: direct index for structure ( uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:47 Constant: 0:47 3 (const uint) 0:47 Branch: Return with expression 0:47 Convert uint to double ( temp 3-component vector of double) -0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:47 u3: direct index for structure ( uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:47 Constant: 0:47 3 (const uint) 0:48 Function Definition: Fn_R_D3B(vd3; ( temp 3-component vector of double) @@ -330,14 +330,14 @@ gl_FragCoord origin is upper left 0:48 move second child to first child ( temp 3-component vector of double) 0:48 'p' ( out 3-component vector of double) 0:48 Convert bool to double ( temp 3-component vector of double) -0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:48 b3: direct index for structure ( uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:48 Constant: 0:48 1 (const uint) 0:48 Branch: Return with expression 0:48 Convert bool to double ( temp 3-component vector of double) -0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:48 b3: direct index for structure ( uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:48 Constant: 0:48 1 (const uint) 0:49 Function Definition: Fn_R_D3F(vd3; ( temp 3-component vector of double) @@ -347,14 +347,14 @@ gl_FragCoord origin is upper left 0:49 move second child to first child ( temp 3-component vector of double) 0:49 'p' ( out 3-component vector of double) 0:49 Convert float to double ( temp 3-component vector of double) -0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:49 f3: direct index for structure ( uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:49 Constant: 0:49 2 (const uint) 0:49 Branch: Return with expression 0:49 Convert float to double ( temp 3-component vector of double) -0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:49 f3: direct index for structure ( uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:49 Constant: 0:49 2 (const uint) 0:52 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -364,384 +364,384 @@ gl_FragCoord origin is upper left 0:54 move second child to first child ( temp 3-component vector of float) 0:54 'r00' ( temp 3-component vector of float) 0:54 Convert int to float ( temp 3-component vector of float) -0:54 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:54 i3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:54 Constant: 0:54 0 (const uint) 0:55 Sequence 0:55 move second child to first child ( temp 3-component vector of float) 0:55 'r01' ( temp 3-component vector of float) 0:55 Convert bool to float ( temp 3-component vector of float) -0:55 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:55 b3: direct index for structure ( uniform 3-component vector of bool) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:55 Constant: 0:55 1 (const uint) 0:56 Sequence 0:56 move second child to first child ( temp 3-component vector of float) 0:56 'r02' ( temp 3-component vector of float) 0:56 Convert uint to float ( temp 3-component vector of float) -0:56 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:56 u3: direct index for structure ( uniform 3-component vector of uint) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:56 Constant: 0:56 3 (const uint) 0:57 Sequence 0:57 move second child to first child ( temp 3-component vector of float) 0:57 'r03' ( temp 3-component vector of float) 0:57 Convert double to float ( temp 3-component vector of float) -0:57 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:57 d3: direct index for structure ( uniform 3-component vector of double) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:57 Constant: 0:57 4 (const uint) 0:59 Sequence 0:59 move second child to first child ( temp 3-component vector of int) 0:59 'r10' ( temp 3-component vector of int) 0:59 Convert bool to int ( temp 3-component vector of int) -0:59 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:59 b3: direct index for structure ( uniform 3-component vector of bool) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:59 Constant: 0:59 1 (const uint) 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of int) 0:60 'r11' ( temp 3-component vector of int) 0:60 Convert uint to int ( temp 3-component vector of int) -0:60 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:60 u3: direct index for structure ( uniform 3-component vector of uint) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:60 Constant: 0:60 3 (const uint) 0:61 Sequence 0:61 move second child to first child ( temp 3-component vector of int) 0:61 'r12' ( temp 3-component vector of int) 0:61 Convert float to int ( temp 3-component vector of int) -0:61 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:61 f3: direct index for structure ( uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:61 Constant: 0:61 2 (const uint) 0:62 Sequence 0:62 move second child to first child ( temp 3-component vector of int) 0:62 'r13' ( temp 3-component vector of int) 0:62 Convert double to int ( temp 3-component vector of int) -0:62 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:62 d3: direct index for structure ( uniform 3-component vector of double) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:62 Constant: 0:62 4 (const uint) 0:64 Sequence 0:64 move second child to first child ( temp 3-component vector of uint) 0:64 'r20' ( temp 3-component vector of uint) 0:64 Convert bool to uint ( temp 3-component vector of uint) -0:64 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:64 b3: direct index for structure ( uniform 3-component vector of bool) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence 0:65 move second child to first child ( temp 3-component vector of uint) 0:65 'r21' ( temp 3-component vector of uint) 0:65 Convert int to uint ( temp 3-component vector of uint) -0:65 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:65 i3: direct index for structure ( uniform 3-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:65 Constant: 0:65 0 (const uint) 0:66 Sequence 0:66 move second child to first child ( temp 3-component vector of uint) 0:66 'r22' ( temp 3-component vector of uint) 0:66 Convert float to uint ( temp 3-component vector of uint) -0:66 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:66 f3: direct index for structure ( uniform 3-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:66 Constant: 0:66 2 (const uint) 0:67 Sequence 0:67 move second child to first child ( temp 3-component vector of uint) 0:67 'r23' ( temp 3-component vector of uint) 0:67 Convert double to uint ( temp 3-component vector of uint) -0:67 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:67 d3: direct index for structure ( uniform 3-component vector of double) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:67 Constant: 0:67 4 (const uint) 0:69 Sequence 0:69 move second child to first child ( temp 3-component vector of bool) 0:69 'r30' ( temp 3-component vector of bool) 0:69 Convert int to bool ( temp 3-component vector of bool) -0:69 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:69 i3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:69 Constant: 0:69 0 (const uint) 0:70 Sequence 0:70 move second child to first child ( temp 3-component vector of bool) 0:70 'r31' ( temp 3-component vector of bool) 0:70 Convert uint to bool ( temp 3-component vector of bool) -0:70 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:70 u3: direct index for structure ( uniform 3-component vector of uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:70 Constant: 0:70 3 (const uint) 0:71 Sequence 0:71 move second child to first child ( temp 3-component vector of bool) 0:71 'r32' ( temp 3-component vector of bool) 0:71 Convert float to bool ( temp 3-component vector of bool) -0:71 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:71 f3: direct index for structure ( uniform 3-component vector of float) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:71 Constant: 0:71 2 (const uint) 0:72 Sequence 0:72 move second child to first child ( temp 3-component vector of bool) 0:72 'r33' ( temp 3-component vector of bool) 0:72 Convert double to bool ( temp 3-component vector of bool) -0:72 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:72 d3: direct index for structure ( uniform 3-component vector of double) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:72 Constant: 0:72 4 (const uint) 0:74 Sequence 0:74 move second child to first child ( temp 3-component vector of double) 0:74 'r40' ( temp 3-component vector of double) 0:74 Convert int to double ( temp 3-component vector of double) -0:74 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:74 i3: direct index for structure ( uniform 3-component vector of int) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:74 Constant: 0:74 0 (const uint) 0:75 Sequence 0:75 move second child to first child ( temp 3-component vector of double) 0:75 'r41' ( temp 3-component vector of double) 0:75 Convert uint to double ( temp 3-component vector of double) -0:75 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:75 u3: direct index for structure ( uniform 3-component vector of uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:75 Constant: 0:75 3 (const uint) 0:76 Sequence 0:76 move second child to first child ( temp 3-component vector of double) 0:76 'r42' ( temp 3-component vector of double) 0:76 Convert float to double ( temp 3-component vector of double) -0:76 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:76 f3: direct index for structure ( uniform 3-component vector of float) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:76 Constant: 0:76 2 (const uint) 0:77 Sequence 0:77 move second child to first child ( temp 3-component vector of double) 0:77 'r43' ( temp 3-component vector of double) 0:77 Convert bool to double ( temp 3-component vector of double) -0:77 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:77 b3: direct index for structure ( uniform 3-component vector of bool) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:77 Constant: 0:77 1 (const uint) 0:80 multiply second child into first child ( temp 3-component vector of float) 0:80 'r00' ( temp 3-component vector of float) 0:80 Convert int to float ( temp 3-component vector of float) -0:80 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:80 i3: direct index for structure ( uniform 3-component vector of int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:80 Constant: 0:80 0 (const uint) 0:81 multiply second child into first child ( temp 3-component vector of float) 0:81 'r01' ( temp 3-component vector of float) 0:81 Convert bool to float ( temp 3-component vector of float) -0:81 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:81 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:81 b3: direct index for structure ( uniform 3-component vector of bool) +0:81 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:81 Constant: 0:81 1 (const uint) 0:82 multiply second child into first child ( temp 3-component vector of float) 0:82 'r02' ( temp 3-component vector of float) 0:82 Convert uint to float ( temp 3-component vector of float) -0:82 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:82 u3: direct index for structure ( uniform 3-component vector of uint) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:82 Constant: 0:82 3 (const uint) 0:83 multiply second child into first child ( temp 3-component vector of float) 0:83 'r03' ( temp 3-component vector of float) 0:83 Convert double to float ( temp 3-component vector of float) -0:83 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:83 d3: direct index for structure ( uniform 3-component vector of double) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:83 Constant: 0:83 4 (const uint) 0:85 multiply second child into first child ( temp 3-component vector of int) 0:85 'r10' ( temp 3-component vector of int) 0:85 Convert bool to int ( temp 3-component vector of int) -0:85 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:85 b3: direct index for structure ( uniform 3-component vector of bool) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:85 Constant: 0:85 1 (const uint) 0:86 multiply second child into first child ( temp 3-component vector of int) 0:86 'r11' ( temp 3-component vector of int) 0:86 Convert uint to int ( temp 3-component vector of int) -0:86 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:86 u3: direct index for structure ( uniform 3-component vector of uint) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:86 Constant: 0:86 3 (const uint) 0:87 multiply second child into first child ( temp 3-component vector of int) 0:87 'r12' ( temp 3-component vector of int) 0:87 Convert float to int ( temp 3-component vector of int) -0:87 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:87 f3: direct index for structure ( uniform 3-component vector of float) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:87 Constant: 0:87 2 (const uint) 0:88 multiply second child into first child ( temp 3-component vector of int) 0:88 'r13' ( temp 3-component vector of int) 0:88 Convert double to int ( temp 3-component vector of int) -0:88 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:88 d3: direct index for structure ( uniform 3-component vector of double) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:88 Constant: 0:88 4 (const uint) 0:90 multiply second child into first child ( temp 3-component vector of uint) 0:90 'r20' ( temp 3-component vector of uint) 0:90 Convert bool to uint ( temp 3-component vector of uint) -0:90 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:90 b3: direct index for structure ( uniform 3-component vector of bool) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:90 Constant: 0:90 1 (const uint) 0:91 multiply second child into first child ( temp 3-component vector of uint) 0:91 'r21' ( temp 3-component vector of uint) 0:91 Convert int to uint ( temp 3-component vector of uint) -0:91 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:91 i3: direct index for structure ( uniform 3-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:91 Constant: 0:91 0 (const uint) 0:92 multiply second child into first child ( temp 3-component vector of uint) 0:92 'r22' ( temp 3-component vector of uint) 0:92 Convert float to uint ( temp 3-component vector of uint) -0:92 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:92 f3: direct index for structure ( uniform 3-component vector of float) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:92 Constant: 0:92 2 (const uint) 0:93 multiply second child into first child ( temp 3-component vector of uint) 0:93 'r23' ( temp 3-component vector of uint) 0:93 Convert double to uint ( temp 3-component vector of uint) -0:93 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:93 d3: direct index for structure ( uniform 3-component vector of double) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:93 Constant: 0:93 4 (const uint) 0:97 multiply second child into first child ( temp 3-component vector of double) 0:97 'r40' ( temp 3-component vector of double) 0:97 Convert int to double ( temp 3-component vector of double) -0:97 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:97 i3: direct index for structure ( uniform 3-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:97 Constant: 0:97 0 (const uint) 0:98 multiply second child into first child ( temp 3-component vector of double) 0:98 'r41' ( temp 3-component vector of double) 0:98 Convert uint to double ( temp 3-component vector of double) -0:98 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:98 u3: direct index for structure ( uniform 3-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:98 Constant: 0:98 3 (const uint) 0:99 multiply second child into first child ( temp 3-component vector of double) 0:99 'r42' ( temp 3-component vector of double) 0:99 Convert float to double ( temp 3-component vector of double) -0:99 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:99 f3: direct index for structure ( uniform 3-component vector of float) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:99 Constant: 0:99 2 (const uint) 0:100 multiply second child into first child ( temp 3-component vector of double) 0:100 'r43' ( temp 3-component vector of double) 0:100 Convert bool to double ( temp 3-component vector of double) -0:100 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:100 b3: direct index for structure ( uniform 3-component vector of bool) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:100 Constant: 0:100 1 (const uint) 0:103 vector scale second child into first child ( temp 3-component vector of float) 0:103 'r00' ( temp 3-component vector of float) 0:103 Convert int to float ( temp float) -0:103 is: direct index for structure (layout( offset=88) uniform int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:103 is: direct index for structure ( uniform int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:103 Constant: 0:103 5 (const uint) 0:104 vector scale second child into first child ( temp 3-component vector of float) 0:104 'r01' ( temp 3-component vector of float) 0:104 Convert bool to float ( temp float) -0:104 bs: direct index for structure (layout( offset=92) uniform bool) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:104 bs: direct index for structure ( uniform bool) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:104 Constant: 0:104 6 (const uint) 0:105 vector scale second child into first child ( temp 3-component vector of float) 0:105 'r02' ( temp 3-component vector of float) 0:105 Convert uint to float ( temp float) -0:105 us: direct index for structure (layout( offset=100) uniform uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:105 us: direct index for structure ( uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:105 Constant: 0:105 8 (const uint) 0:106 vector scale second child into first child ( temp 3-component vector of float) 0:106 'r03' ( temp 3-component vector of float) 0:106 Convert double to float ( temp float) -0:106 ds: direct index for structure (layout( offset=104) uniform double) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:106 ds: direct index for structure ( uniform double) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:106 Constant: 0:106 9 (const uint) 0:108 vector scale second child into first child ( temp 3-component vector of int) 0:108 'r10' ( temp 3-component vector of int) 0:108 Convert bool to int ( temp int) -0:108 bs: direct index for structure (layout( offset=92) uniform bool) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:108 bs: direct index for structure ( uniform bool) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:108 Constant: 0:108 6 (const uint) 0:109 vector scale second child into first child ( temp 3-component vector of int) 0:109 'r11' ( temp 3-component vector of int) 0:109 Convert uint to int ( temp int) -0:109 us: direct index for structure (layout( offset=100) uniform uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:109 us: direct index for structure ( uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:109 Constant: 0:109 8 (const uint) 0:110 vector scale second child into first child ( temp 3-component vector of int) 0:110 'r12' ( temp 3-component vector of int) 0:110 Convert float to int ( temp int) -0:110 fs: direct index for structure (layout( offset=96) uniform float) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:110 fs: direct index for structure ( uniform float) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:110 Constant: 0:110 7 (const uint) 0:111 vector scale second child into first child ( temp 3-component vector of int) 0:111 'r13' ( temp 3-component vector of int) 0:111 Convert double to int ( temp int) -0:111 ds: direct index for structure (layout( offset=104) uniform double) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:111 ds: direct index for structure ( uniform double) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:111 Constant: 0:111 9 (const uint) 0:113 vector scale second child into first child ( temp 3-component vector of uint) 0:113 'r20' ( temp 3-component vector of uint) 0:113 Convert bool to uint ( temp uint) -0:113 bs: direct index for structure (layout( offset=92) uniform bool) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:113 bs: direct index for structure ( uniform bool) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:113 Constant: 0:113 6 (const uint) 0:114 vector scale second child into first child ( temp 3-component vector of uint) 0:114 'r21' ( temp 3-component vector of uint) 0:114 Convert int to uint ( temp uint) -0:114 is: direct index for structure (layout( offset=88) uniform int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:114 is: direct index for structure ( uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:114 Constant: 0:114 5 (const uint) 0:115 vector scale second child into first child ( temp 3-component vector of uint) 0:115 'r22' ( temp 3-component vector of uint) 0:115 Convert float to uint ( temp uint) -0:115 fs: direct index for structure (layout( offset=96) uniform float) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:115 fs: direct index for structure ( uniform float) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:115 Constant: 0:115 7 (const uint) 0:116 vector scale second child into first child ( temp 3-component vector of uint) 0:116 'r23' ( temp 3-component vector of uint) 0:116 Convert double to uint ( temp uint) -0:116 ds: direct index for structure (layout( offset=104) uniform double) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:116 ds: direct index for structure ( uniform double) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:116 Constant: 0:116 9 (const uint) 0:120 vector scale second child into first child ( temp 3-component vector of double) 0:120 'r40' ( temp 3-component vector of double) 0:120 Convert int to double ( temp double) -0:120 is: direct index for structure (layout( offset=88) uniform int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:120 is: direct index for structure ( uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:120 Constant: 0:120 5 (const uint) 0:121 vector scale second child into first child ( temp 3-component vector of double) 0:121 'r41' ( temp 3-component vector of double) 0:121 Convert uint to double ( temp double) -0:121 us: direct index for structure (layout( offset=100) uniform uint) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:121 us: direct index for structure ( uniform uint) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:121 Constant: 0:121 8 (const uint) 0:122 vector scale second child into first child ( temp 3-component vector of double) 0:122 'r42' ( temp 3-component vector of double) 0:122 Convert float to double ( temp double) -0:122 fs: direct index for structure (layout( offset=96) uniform float) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:122 fs: direct index for structure ( uniform float) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:122 Constant: 0:122 7 (const uint) 0:123 vector scale second child into first child ( temp 3-component vector of double) 0:123 'r43' ( temp 3-component vector of double) 0:123 Convert bool to double ( temp double) -0:123 bs: direct index for structure (layout( offset=92) uniform bool) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:123 bs: direct index for structure ( uniform bool) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:123 Constant: 0:123 6 (const uint) 0:193 Sequence @@ -785,7 +785,7 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 0 (const int) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:? 'Color' (layout( location=0) out 4-component vector of float) @@ -817,14 +817,14 @@ gl_FragCoord origin is upper left 0:26 move second child to first child ( temp 3-component vector of float) 0:26 'p' ( out 3-component vector of float) 0:26 Convert int to float ( temp 3-component vector of float) -0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:26 i3: direct index for structure ( uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:26 Constant: 0:26 0 (const uint) 0:26 Branch: Return with expression 0:26 Convert int to float ( temp 3-component vector of float) -0:26 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:26 i3: direct index for structure ( uniform 3-component vector of int) +0:26 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:26 Constant: 0:26 0 (const uint) 0:27 Function Definition: Fn_R_F3U(vf3; ( temp 3-component vector of float) @@ -834,14 +834,14 @@ gl_FragCoord origin is upper left 0:27 move second child to first child ( temp 3-component vector of float) 0:27 'p' ( out 3-component vector of float) 0:27 Convert uint to float ( temp 3-component vector of float) -0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:27 u3: direct index for structure ( uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:27 Constant: 0:27 3 (const uint) 0:27 Branch: Return with expression 0:27 Convert uint to float ( temp 3-component vector of float) -0:27 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:27 u3: direct index for structure ( uniform 3-component vector of uint) +0:27 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:27 Constant: 0:27 3 (const uint) 0:28 Function Definition: Fn_R_F3B(vf3; ( temp 3-component vector of float) @@ -851,14 +851,14 @@ gl_FragCoord origin is upper left 0:28 move second child to first child ( temp 3-component vector of float) 0:28 'p' ( out 3-component vector of float) 0:28 Convert bool to float ( temp 3-component vector of float) -0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:28 b3: direct index for structure ( uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:28 Constant: 0:28 1 (const uint) 0:28 Branch: Return with expression 0:28 Convert bool to float ( temp 3-component vector of float) -0:28 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:28 b3: direct index for structure ( uniform 3-component vector of bool) +0:28 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:28 Constant: 0:28 1 (const uint) 0:29 Function Definition: Fn_R_F3D(vf3; ( temp 3-component vector of float) @@ -868,14 +868,14 @@ gl_FragCoord origin is upper left 0:29 move second child to first child ( temp 3-component vector of float) 0:29 'p' ( out 3-component vector of float) 0:29 Convert double to float ( temp 3-component vector of float) -0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:29 d3: direct index for structure ( uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:29 Constant: 0:29 4 (const uint) 0:29 Branch: Return with expression 0:29 Convert double to float ( temp 3-component vector of float) -0:29 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:29 d3: direct index for structure ( uniform 3-component vector of double) +0:29 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:29 Constant: 0:29 4 (const uint) 0:31 Function Definition: Fn_R_I3U(vi3; ( temp 3-component vector of int) @@ -885,14 +885,14 @@ gl_FragCoord origin is upper left 0:31 move second child to first child ( temp 3-component vector of int) 0:31 'p' ( out 3-component vector of int) 0:31 Convert uint to int ( temp 3-component vector of int) -0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:31 u3: direct index for structure ( uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:31 Constant: 0:31 3 (const uint) 0:31 Branch: Return with expression 0:31 Convert uint to int ( temp 3-component vector of int) -0:31 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:31 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:31 u3: direct index for structure ( uniform 3-component vector of uint) +0:31 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:31 Constant: 0:31 3 (const uint) 0:32 Function Definition: Fn_R_I3B(vi3; ( temp 3-component vector of int) @@ -902,14 +902,14 @@ gl_FragCoord origin is upper left 0:32 move second child to first child ( temp 3-component vector of int) 0:32 'p' ( out 3-component vector of int) 0:32 Convert bool to int ( temp 3-component vector of int) -0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:32 b3: direct index for structure ( uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:32 Constant: 0:32 1 (const uint) 0:32 Branch: Return with expression 0:32 Convert bool to int ( temp 3-component vector of int) -0:32 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:32 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:32 b3: direct index for structure ( uniform 3-component vector of bool) +0:32 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:32 Constant: 0:32 1 (const uint) 0:33 Function Definition: Fn_R_I3F(vi3; ( temp 3-component vector of int) @@ -919,14 +919,14 @@ gl_FragCoord origin is upper left 0:33 move second child to first child ( temp 3-component vector of int) 0:33 'p' ( out 3-component vector of int) 0:33 Convert float to int ( temp 3-component vector of int) -0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:33 f3: direct index for structure ( uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:33 Constant: 0:33 2 (const uint) 0:33 Branch: Return with expression 0:33 Convert float to int ( temp 3-component vector of int) -0:33 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:33 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:33 f3: direct index for structure ( uniform 3-component vector of float) +0:33 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:33 Constant: 0:33 2 (const uint) 0:34 Function Definition: Fn_R_I3D(vi3; ( temp 3-component vector of int) @@ -936,14 +936,14 @@ gl_FragCoord origin is upper left 0:34 move second child to first child ( temp 3-component vector of int) 0:34 'p' ( out 3-component vector of int) 0:34 Convert double to int ( temp 3-component vector of int) -0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:34 d3: direct index for structure ( uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:34 Constant: 0:34 4 (const uint) 0:34 Branch: Return with expression 0:34 Convert double to int ( temp 3-component vector of int) -0:34 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:34 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:34 d3: direct index for structure ( uniform 3-component vector of double) +0:34 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:34 Constant: 0:34 4 (const uint) 0:36 Function Definition: Fn_R_U3I(vu3; ( temp 3-component vector of uint) @@ -953,14 +953,14 @@ gl_FragCoord origin is upper left 0:36 move second child to first child ( temp 3-component vector of uint) 0:36 'p' ( out 3-component vector of uint) 0:36 Convert int to uint ( temp 3-component vector of uint) -0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:36 i3: direct index for structure ( uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:36 Constant: 0:36 0 (const uint) 0:36 Branch: Return with expression 0:36 Convert int to uint ( temp 3-component vector of uint) -0:36 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:36 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:36 i3: direct index for structure ( uniform 3-component vector of int) +0:36 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:36 Constant: 0:36 0 (const uint) 0:37 Function Definition: Fn_R_U3F(vu3; ( temp 3-component vector of uint) @@ -970,14 +970,14 @@ gl_FragCoord origin is upper left 0:37 move second child to first child ( temp 3-component vector of uint) 0:37 'p' ( out 3-component vector of uint) 0:37 Convert float to uint ( temp 3-component vector of uint) -0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:37 f3: direct index for structure ( uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:37 Constant: 0:37 2 (const uint) 0:37 Branch: Return with expression 0:37 Convert float to uint ( temp 3-component vector of uint) -0:37 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:37 f3: direct index for structure ( uniform 3-component vector of float) +0:37 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:37 Constant: 0:37 2 (const uint) 0:38 Function Definition: Fn_R_U3B(vu3; ( temp 3-component vector of uint) @@ -987,14 +987,14 @@ gl_FragCoord origin is upper left 0:38 move second child to first child ( temp 3-component vector of uint) 0:38 'p' ( out 3-component vector of uint) 0:38 Convert bool to uint ( temp 3-component vector of uint) -0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:38 b3: direct index for structure ( uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:38 Constant: 0:38 1 (const uint) 0:38 Branch: Return with expression 0:38 Convert bool to uint ( temp 3-component vector of uint) -0:38 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:38 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:38 b3: direct index for structure ( uniform 3-component vector of bool) +0:38 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:38 Constant: 0:38 1 (const uint) 0:39 Function Definition: Fn_R_U3D(vu3; ( temp 3-component vector of uint) @@ -1004,14 +1004,14 @@ gl_FragCoord origin is upper left 0:39 move second child to first child ( temp 3-component vector of uint) 0:39 'p' ( out 3-component vector of uint) 0:39 Convert double to uint ( temp 3-component vector of uint) -0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:39 d3: direct index for structure ( uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:39 Constant: 0:39 4 (const uint) 0:39 Branch: Return with expression 0:39 Convert double to uint ( temp 3-component vector of uint) -0:39 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:39 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:39 d3: direct index for structure ( uniform 3-component vector of double) +0:39 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:39 Constant: 0:39 4 (const uint) 0:41 Function Definition: Fn_R_B3I(vb3; ( temp 3-component vector of bool) @@ -1021,14 +1021,14 @@ gl_FragCoord origin is upper left 0:41 move second child to first child ( temp 3-component vector of bool) 0:41 'p' ( out 3-component vector of bool) 0:41 Convert int to bool ( temp 3-component vector of bool) -0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:41 i3: direct index for structure ( uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:41 Constant: 0:41 0 (const uint) 0:41 Branch: Return with expression 0:41 Convert int to bool ( temp 3-component vector of bool) -0:41 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:41 i3: direct index for structure ( uniform 3-component vector of int) +0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:41 Constant: 0:41 0 (const uint) 0:42 Function Definition: Fn_R_B3U(vb3; ( temp 3-component vector of bool) @@ -1038,14 +1038,14 @@ gl_FragCoord origin is upper left 0:42 move second child to first child ( temp 3-component vector of bool) 0:42 'p' ( out 3-component vector of bool) 0:42 Convert uint to bool ( temp 3-component vector of bool) -0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:42 u3: direct index for structure ( uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:42 Constant: 0:42 3 (const uint) 0:42 Branch: Return with expression 0:42 Convert uint to bool ( temp 3-component vector of bool) -0:42 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:42 u3: direct index for structure ( uniform 3-component vector of uint) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:42 Constant: 0:42 3 (const uint) 0:43 Function Definition: Fn_R_B3F(vb3; ( temp 3-component vector of bool) @@ -1055,14 +1055,14 @@ gl_FragCoord origin is upper left 0:43 move second child to first child ( temp 3-component vector of bool) 0:43 'p' ( out 3-component vector of bool) 0:43 Convert float to bool ( temp 3-component vector of bool) -0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:43 f3: direct index for structure ( uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:43 Constant: 0:43 2 (const uint) 0:43 Branch: Return with expression 0:43 Convert float to bool ( temp 3-component vector of bool) -0:43 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:43 f3: direct index for structure ( uniform 3-component vector of float) +0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:43 Constant: 0:43 2 (const uint) 0:44 Function Definition: Fn_R_B3D(vb3; ( temp 3-component vector of bool) @@ -1072,14 +1072,14 @@ gl_FragCoord origin is upper left 0:44 move second child to first child ( temp 3-component vector of bool) 0:44 'p' ( out 3-component vector of bool) 0:44 Convert double to bool ( temp 3-component vector of bool) -0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:44 d3: direct index for structure ( uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:44 Constant: 0:44 4 (const uint) 0:44 Branch: Return with expression 0:44 Convert double to bool ( temp 3-component vector of bool) -0:44 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:44 d3: direct index for structure ( uniform 3-component vector of double) +0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:44 Constant: 0:44 4 (const uint) 0:46 Function Definition: Fn_R_D3I(vd3; ( temp 3-component vector of double) @@ -1089,14 +1089,14 @@ gl_FragCoord origin is upper left 0:46 move second child to first child ( temp 3-component vector of double) 0:46 'p' ( out 3-component vector of double) 0:46 Convert int to double ( temp 3-component vector of double) -0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:46 i3: direct index for structure ( uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:46 Constant: 0:46 0 (const uint) 0:46 Branch: Return with expression 0:46 Convert int to double ( temp 3-component vector of double) -0:46 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:46 i3: direct index for structure ( uniform 3-component vector of int) +0:46 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:46 Constant: 0:46 0 (const uint) 0:47 Function Definition: Fn_R_D3U(vd3; ( temp 3-component vector of double) @@ -1106,14 +1106,14 @@ gl_FragCoord origin is upper left 0:47 move second child to first child ( temp 3-component vector of double) 0:47 'p' ( out 3-component vector of double) 0:47 Convert uint to double ( temp 3-component vector of double) -0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:47 u3: direct index for structure ( uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:47 Constant: 0:47 3 (const uint) 0:47 Branch: Return with expression 0:47 Convert uint to double ( temp 3-component vector of double) -0:47 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:47 u3: direct index for structure ( uniform 3-component vector of uint) +0:47 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:47 Constant: 0:47 3 (const uint) 0:48 Function Definition: Fn_R_D3B(vd3; ( temp 3-component vector of double) @@ -1123,14 +1123,14 @@ gl_FragCoord origin is upper left 0:48 move second child to first child ( temp 3-component vector of double) 0:48 'p' ( out 3-component vector of double) 0:48 Convert bool to double ( temp 3-component vector of double) -0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:48 b3: direct index for structure ( uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:48 Constant: 0:48 1 (const uint) 0:48 Branch: Return with expression 0:48 Convert bool to double ( temp 3-component vector of double) -0:48 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:48 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:48 b3: direct index for structure ( uniform 3-component vector of bool) +0:48 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:48 Constant: 0:48 1 (const uint) 0:49 Function Definition: Fn_R_D3F(vd3; ( temp 3-component vector of double) @@ -1140,14 +1140,14 @@ gl_FragCoord origin is upper left 0:49 move second child to first child ( temp 3-component vector of double) 0:49 'p' ( out 3-component vector of double) 0:49 Convert float to double ( temp 3-component vector of double) -0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:49 f3: direct index for structure ( uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:49 Constant: 0:49 2 (const uint) 0:49 Branch: Return with expression 0:49 Convert float to double ( temp 3-component vector of double) -0:49 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:49 f3: direct index for structure ( uniform 3-component vector of float) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:49 Constant: 0:49 2 (const uint) 0:52 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -1157,384 +1157,384 @@ gl_FragCoord origin is upper left 0:54 move second child to first child ( temp 3-component vector of float) 0:54 'r00' ( temp 3-component vector of float) 0:54 Convert int to float ( temp 3-component vector of float) -0:54 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:54 i3: direct index for structure ( uniform 3-component vector of int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:54 Constant: 0:54 0 (const uint) 0:55 Sequence 0:55 move second child to first child ( temp 3-component vector of float) 0:55 'r01' ( temp 3-component vector of float) 0:55 Convert bool to float ( temp 3-component vector of float) -0:55 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:55 b3: direct index for structure ( uniform 3-component vector of bool) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:55 Constant: 0:55 1 (const uint) 0:56 Sequence 0:56 move second child to first child ( temp 3-component vector of float) 0:56 'r02' ( temp 3-component vector of float) 0:56 Convert uint to float ( temp 3-component vector of float) -0:56 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:56 u3: direct index for structure ( uniform 3-component vector of uint) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:56 Constant: 0:56 3 (const uint) 0:57 Sequence 0:57 move second child to first child ( temp 3-component vector of float) 0:57 'r03' ( temp 3-component vector of float) 0:57 Convert double to float ( temp 3-component vector of float) -0:57 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:57 d3: direct index for structure ( uniform 3-component vector of double) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:57 Constant: 0:57 4 (const uint) 0:59 Sequence 0:59 move second child to first child ( temp 3-component vector of int) 0:59 'r10' ( temp 3-component vector of int) 0:59 Convert bool to int ( temp 3-component vector of int) -0:59 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:59 b3: direct index for structure ( uniform 3-component vector of bool) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:59 Constant: 0:59 1 (const uint) 0:60 Sequence 0:60 move second child to first child ( temp 3-component vector of int) 0:60 'r11' ( temp 3-component vector of int) 0:60 Convert uint to int ( temp 3-component vector of int) -0:60 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:60 u3: direct index for structure ( uniform 3-component vector of uint) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:60 Constant: 0:60 3 (const uint) 0:61 Sequence 0:61 move second child to first child ( temp 3-component vector of int) 0:61 'r12' ( temp 3-component vector of int) 0:61 Convert float to int ( temp 3-component vector of int) -0:61 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:61 f3: direct index for structure ( uniform 3-component vector of float) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:61 Constant: 0:61 2 (const uint) 0:62 Sequence 0:62 move second child to first child ( temp 3-component vector of int) 0:62 'r13' ( temp 3-component vector of int) 0:62 Convert double to int ( temp 3-component vector of int) -0:62 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:62 d3: direct index for structure ( uniform 3-component vector of double) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:62 Constant: 0:62 4 (const uint) 0:64 Sequence 0:64 move second child to first child ( temp 3-component vector of uint) 0:64 'r20' ( temp 3-component vector of uint) 0:64 Convert bool to uint ( temp 3-component vector of uint) -0:64 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:64 b3: direct index for structure ( uniform 3-component vector of bool) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence 0:65 move second child to first child ( temp 3-component vector of uint) 0:65 'r21' ( temp 3-component vector of uint) 0:65 Convert int to uint ( temp 3-component vector of uint) -0:65 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:65 i3: direct index for structure ( uniform 3-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:65 Constant: 0:65 0 (const uint) 0:66 Sequence 0:66 move second child to first child ( temp 3-component vector of uint) 0:66 'r22' ( temp 3-component vector of uint) 0:66 Convert float to uint ( temp 3-component vector of uint) -0:66 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:66 f3: direct index for structure ( uniform 3-component vector of float) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:66 Constant: 0:66 2 (const uint) 0:67 Sequence 0:67 move second child to first child ( temp 3-component vector of uint) 0:67 'r23' ( temp 3-component vector of uint) 0:67 Convert double to uint ( temp 3-component vector of uint) -0:67 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:67 d3: direct index for structure ( uniform 3-component vector of double) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:67 Constant: 0:67 4 (const uint) 0:69 Sequence 0:69 move second child to first child ( temp 3-component vector of bool) 0:69 'r30' ( temp 3-component vector of bool) 0:69 Convert int to bool ( temp 3-component vector of bool) -0:69 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:69 i3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:69 Constant: 0:69 0 (const uint) 0:70 Sequence 0:70 move second child to first child ( temp 3-component vector of bool) 0:70 'r31' ( temp 3-component vector of bool) 0:70 Convert uint to bool ( temp 3-component vector of bool) -0:70 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:70 u3: direct index for structure ( uniform 3-component vector of uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:70 Constant: 0:70 3 (const uint) 0:71 Sequence 0:71 move second child to first child ( temp 3-component vector of bool) 0:71 'r32' ( temp 3-component vector of bool) 0:71 Convert float to bool ( temp 3-component vector of bool) -0:71 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:71 f3: direct index for structure ( uniform 3-component vector of float) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:71 Constant: 0:71 2 (const uint) 0:72 Sequence 0:72 move second child to first child ( temp 3-component vector of bool) 0:72 'r33' ( temp 3-component vector of bool) 0:72 Convert double to bool ( temp 3-component vector of bool) -0:72 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:72 d3: direct index for structure ( uniform 3-component vector of double) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:72 Constant: 0:72 4 (const uint) 0:74 Sequence 0:74 move second child to first child ( temp 3-component vector of double) 0:74 'r40' ( temp 3-component vector of double) 0:74 Convert int to double ( temp 3-component vector of double) -0:74 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:74 i3: direct index for structure ( uniform 3-component vector of int) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:74 Constant: 0:74 0 (const uint) 0:75 Sequence 0:75 move second child to first child ( temp 3-component vector of double) 0:75 'r41' ( temp 3-component vector of double) 0:75 Convert uint to double ( temp 3-component vector of double) -0:75 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:75 u3: direct index for structure ( uniform 3-component vector of uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:75 Constant: 0:75 3 (const uint) 0:76 Sequence 0:76 move second child to first child ( temp 3-component vector of double) 0:76 'r42' ( temp 3-component vector of double) 0:76 Convert float to double ( temp 3-component vector of double) -0:76 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:76 f3: direct index for structure ( uniform 3-component vector of float) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:76 Constant: 0:76 2 (const uint) 0:77 Sequence 0:77 move second child to first child ( temp 3-component vector of double) 0:77 'r43' ( temp 3-component vector of double) 0:77 Convert bool to double ( temp 3-component vector of double) -0:77 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:77 b3: direct index for structure ( uniform 3-component vector of bool) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:77 Constant: 0:77 1 (const uint) 0:80 multiply second child into first child ( temp 3-component vector of float) 0:80 'r00' ( temp 3-component vector of float) 0:80 Convert int to float ( temp 3-component vector of float) -0:80 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:80 i3: direct index for structure ( uniform 3-component vector of int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:80 Constant: 0:80 0 (const uint) 0:81 multiply second child into first child ( temp 3-component vector of float) 0:81 'r01' ( temp 3-component vector of float) 0:81 Convert bool to float ( temp 3-component vector of float) -0:81 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:81 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:81 b3: direct index for structure ( uniform 3-component vector of bool) +0:81 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:81 Constant: 0:81 1 (const uint) 0:82 multiply second child into first child ( temp 3-component vector of float) 0:82 'r02' ( temp 3-component vector of float) 0:82 Convert uint to float ( temp 3-component vector of float) -0:82 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:82 u3: direct index for structure ( uniform 3-component vector of uint) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:82 Constant: 0:82 3 (const uint) 0:83 multiply second child into first child ( temp 3-component vector of float) 0:83 'r03' ( temp 3-component vector of float) 0:83 Convert double to float ( temp 3-component vector of float) -0:83 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:83 d3: direct index for structure ( uniform 3-component vector of double) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:83 Constant: 0:83 4 (const uint) 0:85 multiply second child into first child ( temp 3-component vector of int) 0:85 'r10' ( temp 3-component vector of int) 0:85 Convert bool to int ( temp 3-component vector of int) -0:85 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:85 b3: direct index for structure ( uniform 3-component vector of bool) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:85 Constant: 0:85 1 (const uint) 0:86 multiply second child into first child ( temp 3-component vector of int) 0:86 'r11' ( temp 3-component vector of int) 0:86 Convert uint to int ( temp 3-component vector of int) -0:86 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:86 u3: direct index for structure ( uniform 3-component vector of uint) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:86 Constant: 0:86 3 (const uint) 0:87 multiply second child into first child ( temp 3-component vector of int) 0:87 'r12' ( temp 3-component vector of int) 0:87 Convert float to int ( temp 3-component vector of int) -0:87 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:87 f3: direct index for structure ( uniform 3-component vector of float) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:87 Constant: 0:87 2 (const uint) 0:88 multiply second child into first child ( temp 3-component vector of int) 0:88 'r13' ( temp 3-component vector of int) 0:88 Convert double to int ( temp 3-component vector of int) -0:88 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:88 d3: direct index for structure ( uniform 3-component vector of double) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:88 Constant: 0:88 4 (const uint) 0:90 multiply second child into first child ( temp 3-component vector of uint) 0:90 'r20' ( temp 3-component vector of uint) 0:90 Convert bool to uint ( temp 3-component vector of uint) -0:90 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:90 b3: direct index for structure ( uniform 3-component vector of bool) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:90 Constant: 0:90 1 (const uint) 0:91 multiply second child into first child ( temp 3-component vector of uint) 0:91 'r21' ( temp 3-component vector of uint) 0:91 Convert int to uint ( temp 3-component vector of uint) -0:91 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:91 i3: direct index for structure ( uniform 3-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:91 Constant: 0:91 0 (const uint) 0:92 multiply second child into first child ( temp 3-component vector of uint) 0:92 'r22' ( temp 3-component vector of uint) 0:92 Convert float to uint ( temp 3-component vector of uint) -0:92 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:92 f3: direct index for structure ( uniform 3-component vector of float) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:92 Constant: 0:92 2 (const uint) 0:93 multiply second child into first child ( temp 3-component vector of uint) 0:93 'r23' ( temp 3-component vector of uint) 0:93 Convert double to uint ( temp 3-component vector of uint) -0:93 d3: direct index for structure (layout( offset=64) uniform 3-component vector of double) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:93 d3: direct index for structure ( uniform 3-component vector of double) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:93 Constant: 0:93 4 (const uint) 0:97 multiply second child into first child ( temp 3-component vector of double) 0:97 'r40' ( temp 3-component vector of double) 0:97 Convert int to double ( temp 3-component vector of double) -0:97 i3: direct index for structure (layout( offset=0) uniform 3-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:97 i3: direct index for structure ( uniform 3-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:97 Constant: 0:97 0 (const uint) 0:98 multiply second child into first child ( temp 3-component vector of double) 0:98 'r41' ( temp 3-component vector of double) 0:98 Convert uint to double ( temp 3-component vector of double) -0:98 u3: direct index for structure (layout( offset=48) uniform 3-component vector of uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:98 u3: direct index for structure ( uniform 3-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:98 Constant: 0:98 3 (const uint) 0:99 multiply second child into first child ( temp 3-component vector of double) 0:99 'r42' ( temp 3-component vector of double) 0:99 Convert float to double ( temp 3-component vector of double) -0:99 f3: direct index for structure (layout( offset=32) uniform 3-component vector of float) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:99 f3: direct index for structure ( uniform 3-component vector of float) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:99 Constant: 0:99 2 (const uint) 0:100 multiply second child into first child ( temp 3-component vector of double) 0:100 'r43' ( temp 3-component vector of double) 0:100 Convert bool to double ( temp 3-component vector of double) -0:100 b3: direct index for structure (layout( offset=16) uniform 3-component vector of bool) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:100 b3: direct index for structure ( uniform 3-component vector of bool) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:100 Constant: 0:100 1 (const uint) 0:103 vector scale second child into first child ( temp 3-component vector of float) 0:103 'r00' ( temp 3-component vector of float) 0:103 Convert int to float ( temp float) -0:103 is: direct index for structure (layout( offset=88) uniform int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:103 is: direct index for structure ( uniform int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:103 Constant: 0:103 5 (const uint) 0:104 vector scale second child into first child ( temp 3-component vector of float) 0:104 'r01' ( temp 3-component vector of float) 0:104 Convert bool to float ( temp float) -0:104 bs: direct index for structure (layout( offset=92) uniform bool) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:104 bs: direct index for structure ( uniform bool) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:104 Constant: 0:104 6 (const uint) 0:105 vector scale second child into first child ( temp 3-component vector of float) 0:105 'r02' ( temp 3-component vector of float) 0:105 Convert uint to float ( temp float) -0:105 us: direct index for structure (layout( offset=100) uniform uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:105 us: direct index for structure ( uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:105 Constant: 0:105 8 (const uint) 0:106 vector scale second child into first child ( temp 3-component vector of float) 0:106 'r03' ( temp 3-component vector of float) 0:106 Convert double to float ( temp float) -0:106 ds: direct index for structure (layout( offset=104) uniform double) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:106 ds: direct index for structure ( uniform double) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:106 Constant: 0:106 9 (const uint) 0:108 vector scale second child into first child ( temp 3-component vector of int) 0:108 'r10' ( temp 3-component vector of int) 0:108 Convert bool to int ( temp int) -0:108 bs: direct index for structure (layout( offset=92) uniform bool) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:108 bs: direct index for structure ( uniform bool) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:108 Constant: 0:108 6 (const uint) 0:109 vector scale second child into first child ( temp 3-component vector of int) 0:109 'r11' ( temp 3-component vector of int) 0:109 Convert uint to int ( temp int) -0:109 us: direct index for structure (layout( offset=100) uniform uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:109 us: direct index for structure ( uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:109 Constant: 0:109 8 (const uint) 0:110 vector scale second child into first child ( temp 3-component vector of int) 0:110 'r12' ( temp 3-component vector of int) 0:110 Convert float to int ( temp int) -0:110 fs: direct index for structure (layout( offset=96) uniform float) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:110 fs: direct index for structure ( uniform float) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:110 Constant: 0:110 7 (const uint) 0:111 vector scale second child into first child ( temp 3-component vector of int) 0:111 'r13' ( temp 3-component vector of int) 0:111 Convert double to int ( temp int) -0:111 ds: direct index for structure (layout( offset=104) uniform double) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:111 ds: direct index for structure ( uniform double) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:111 Constant: 0:111 9 (const uint) 0:113 vector scale second child into first child ( temp 3-component vector of uint) 0:113 'r20' ( temp 3-component vector of uint) 0:113 Convert bool to uint ( temp uint) -0:113 bs: direct index for structure (layout( offset=92) uniform bool) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:113 bs: direct index for structure ( uniform bool) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:113 Constant: 0:113 6 (const uint) 0:114 vector scale second child into first child ( temp 3-component vector of uint) 0:114 'r21' ( temp 3-component vector of uint) 0:114 Convert int to uint ( temp uint) -0:114 is: direct index for structure (layout( offset=88) uniform int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:114 is: direct index for structure ( uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:114 Constant: 0:114 5 (const uint) 0:115 vector scale second child into first child ( temp 3-component vector of uint) 0:115 'r22' ( temp 3-component vector of uint) 0:115 Convert float to uint ( temp uint) -0:115 fs: direct index for structure (layout( offset=96) uniform float) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:115 fs: direct index for structure ( uniform float) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:115 Constant: 0:115 7 (const uint) 0:116 vector scale second child into first child ( temp 3-component vector of uint) 0:116 'r23' ( temp 3-component vector of uint) 0:116 Convert double to uint ( temp uint) -0:116 ds: direct index for structure (layout( offset=104) uniform double) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:116 ds: direct index for structure ( uniform double) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:116 Constant: 0:116 9 (const uint) 0:120 vector scale second child into first child ( temp 3-component vector of double) 0:120 'r40' ( temp 3-component vector of double) 0:120 Convert int to double ( temp double) -0:120 is: direct index for structure (layout( offset=88) uniform int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:120 is: direct index for structure ( uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:120 Constant: 0:120 5 (const uint) 0:121 vector scale second child into first child ( temp 3-component vector of double) 0:121 'r41' ( temp 3-component vector of double) 0:121 Convert uint to double ( temp double) -0:121 us: direct index for structure (layout( offset=100) uniform uint) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:121 us: direct index for structure ( uniform uint) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:121 Constant: 0:121 8 (const uint) 0:122 vector scale second child into first child ( temp 3-component vector of double) 0:122 'r42' ( temp 3-component vector of double) 0:122 Convert float to double ( temp double) -0:122 fs: direct index for structure (layout( offset=96) uniform float) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:122 fs: direct index for structure ( uniform float) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:122 Constant: 0:122 7 (const uint) 0:123 vector scale second child into first child ( temp 3-component vector of double) 0:123 'r43' ( temp 3-component vector of double) 0:123 Convert bool to double ( temp double) -0:123 bs: direct index for structure (layout( offset=92) uniform bool) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:123 bs: direct index for structure ( uniform bool) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:123 Constant: 0:123 6 (const uint) 0:193 Sequence @@ -1578,7 +1578,7 @@ gl_FragCoord origin is upper left 0:52 Constant: 0:52 0 (const int) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 3-component vector of int i3, layout( offset=16) uniform 3-component vector of bool b3, layout( offset=32) uniform 3-component vector of float f3, layout( offset=48) uniform 3-component vector of uint u3, layout( offset=64) uniform 3-component vector of double d3, layout( offset=88) uniform int is, layout( offset=92) uniform bool bs, layout( offset=96) uniform float fs, layout( offset=100) uniform uint us, layout( offset=104) uniform double ds}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds}) 0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 diff --git a/Test/baseResults/hlsl.rw.atomics.frag.out b/Test/baseResults/hlsl.rw.atomics.frag.out index d7b363d..a2e5358 100644 --- a/Test/baseResults/hlsl.rw.atomics.frag.out +++ b/Test/baseResults/hlsl.rw.atomics.frag.out @@ -7,1922 +7,1922 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 imageAtomicAdd ( temp int) 0:50 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:50 i1: direct index for structure (layout( offset=36) uniform int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:50 i1: direct index for structure ( uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:50 Constant: 0:50 5 (const uint) -0:50 i1b: direct index for structure (layout( offset=60) uniform int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:50 i1b: direct index for structure ( uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:50 Constant: 0:50 8 (const uint) 0:51 move second child to first child ( temp int) 0:51 'out_i1' ( temp int) 0:51 imageAtomicAdd ( temp int) 0:51 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:51 i1: direct index for structure (layout( offset=36) uniform int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:51 i1: direct index for structure ( uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) -0:51 i1: direct index for structure (layout( offset=36) uniform int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:51 i1: direct index for structure ( uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) 0:52 imageAtomicAnd ( temp int) 0:52 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:52 i1: direct index for structure (layout( offset=36) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:52 i1: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:52 Constant: 0:52 5 (const uint) -0:52 i1b: direct index for structure (layout( offset=60) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:52 i1b: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:52 Constant: 0:52 8 (const uint) 0:53 move second child to first child ( temp int) 0:53 'out_i1' ( temp int) 0:53 imageAtomicAnd ( temp int) 0:53 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:53 i1: direct index for structure (layout( offset=36) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:53 i1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) -0:53 i1: direct index for structure (layout( offset=36) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:53 i1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) 0:54 move second child to first child ( temp int) 0:54 'out_i1' ( temp int) 0:54 imageAtomicCompSwap ( temp int) 0:54 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:54 i1: direct index for structure (layout( offset=36) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 5 (const uint) -0:54 i1b: direct index for structure (layout( offset=60) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1b: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 8 (const uint) -0:54 i1c: direct index for structure (layout( offset=64) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1c: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 9 (const uint) 0:55 move second child to first child ( temp int) 0:55 'out_i1' ( temp int) 0:55 imageAtomicExchange ( temp int) 0:55 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:55 i1: direct index for structure (layout( offset=36) uniform int) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:55 i1: direct index for structure ( uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) -0:55 i1: direct index for structure (layout( offset=36) uniform int) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:55 i1: direct index for structure ( uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) 0:56 imageAtomicMax ( temp int) 0:56 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:56 i1: direct index for structure (layout( offset=36) uniform int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:56 i1: direct index for structure ( uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:56 Constant: 0:56 5 (const uint) -0:56 i1b: direct index for structure (layout( offset=60) uniform int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:56 i1b: direct index for structure ( uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:56 Constant: 0:56 8 (const uint) 0:57 move second child to first child ( temp int) 0:57 'out_i1' ( temp int) 0:57 imageAtomicMax ( temp int) 0:57 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:57 i1: direct index for structure (layout( offset=36) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:57 i1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) -0:57 i1: direct index for structure (layout( offset=36) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:57 i1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) 0:58 imageAtomicMin ( temp int) 0:58 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:58 i1: direct index for structure (layout( offset=36) uniform int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:58 i1: direct index for structure ( uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:58 Constant: 0:58 5 (const uint) -0:58 i1b: direct index for structure (layout( offset=60) uniform int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:58 i1b: direct index for structure ( uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:58 Constant: 0:58 8 (const uint) 0:59 move second child to first child ( temp int) 0:59 'out_i1' ( temp int) 0:59 imageAtomicMin ( temp int) 0:59 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:59 i1: direct index for structure (layout( offset=36) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:59 i1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) -0:59 i1: direct index for structure (layout( offset=36) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:59 i1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) 0:60 imageAtomicOr ( temp int) 0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:60 i1: direct index for structure (layout( offset=36) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:60 i1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:60 Constant: 0:60 5 (const uint) -0:60 i1b: direct index for structure (layout( offset=60) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:60 i1b: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:60 Constant: 0:60 8 (const uint) 0:61 move second child to first child ( temp int) 0:61 'out_i1' ( temp int) 0:61 imageAtomicOr ( temp int) 0:61 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:61 i1: direct index for structure (layout( offset=36) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:61 i1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) -0:61 i1: direct index for structure (layout( offset=36) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:61 i1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) 0:62 imageAtomicXor ( temp int) 0:62 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:62 i1: direct index for structure (layout( offset=36) uniform int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:62 i1: direct index for structure ( uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:62 Constant: 0:62 5 (const uint) -0:62 i1b: direct index for structure (layout( offset=60) uniform int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:62 i1b: direct index for structure ( uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:62 Constant: 0:62 8 (const uint) 0:63 move second child to first child ( temp int) 0:63 'out_i1' ( temp int) 0:63 imageAtomicXor ( temp int) 0:63 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:63 i1: direct index for structure (layout( offset=36) uniform int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:63 i1: direct index for structure ( uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) -0:63 i1: direct index for structure (layout( offset=36) uniform int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:63 i1: direct index for structure ( uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) 0:66 imageAtomicAdd ( temp uint) 0:66 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:66 u1: direct index for structure (layout( offset=0) uniform uint) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:66 u1: direct index for structure ( uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) -0:66 u1: direct index for structure (layout( offset=0) uniform uint) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:66 u1: direct index for structure ( uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) 0:67 move second child to first child ( temp uint) 0:67 'out_u1' ( temp uint) 0:67 imageAtomicAdd ( temp uint) 0:67 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:67 u1: direct index for structure (layout( offset=0) uniform uint) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:67 u1: direct index for structure ( uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) -0:67 u1: direct index for structure (layout( offset=0) uniform uint) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:67 u1: direct index for structure ( uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) 0:68 imageAtomicAnd ( temp uint) 0:68 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:68 u1: direct index for structure (layout( offset=0) uniform uint) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:68 u1: direct index for structure ( uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) -0:68 u1: direct index for structure (layout( offset=0) uniform uint) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:68 u1: direct index for structure ( uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) 0:69 move second child to first child ( temp uint) 0:69 'out_u1' ( temp uint) 0:69 imageAtomicAnd ( temp uint) 0:69 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:69 u1: direct index for structure (layout( offset=0) uniform uint) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:69 u1: direct index for structure ( uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) -0:69 u1: direct index for structure (layout( offset=0) uniform uint) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:69 u1: direct index for structure ( uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) 0:70 move second child to first child ( temp uint) 0:70 'out_u1' ( temp uint) 0:70 imageAtomicCompSwap ( temp uint) 0:70 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:70 u1: direct index for structure (layout( offset=0) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 0 (const uint) -0:70 u1b: direct index for structure (layout( offset=28) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1b: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 3 (const uint) -0:70 u1c: direct index for structure (layout( offset=32) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1c: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 4 (const uint) 0:71 move second child to first child ( temp uint) 0:71 'out_u1' ( temp uint) 0:71 imageAtomicExchange ( temp uint) 0:71 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:71 u1: direct index for structure (layout( offset=0) uniform uint) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:71 u1: direct index for structure ( uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) -0:71 u1: direct index for structure (layout( offset=0) uniform uint) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:71 u1: direct index for structure ( uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) 0:72 imageAtomicMax ( temp uint) 0:72 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:72 u1: direct index for structure (layout( offset=0) uniform uint) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:72 u1: direct index for structure ( uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) -0:72 u1: direct index for structure (layout( offset=0) uniform uint) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:72 u1: direct index for structure ( uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) 0:73 move second child to first child ( temp uint) 0:73 'out_u1' ( temp uint) 0:73 imageAtomicMax ( temp uint) 0:73 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:73 u1: direct index for structure (layout( offset=0) uniform uint) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:73 u1: direct index for structure ( uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) -0:73 u1: direct index for structure (layout( offset=0) uniform uint) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:73 u1: direct index for structure ( uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) 0:74 imageAtomicMin ( temp uint) 0:74 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:74 u1: direct index for structure (layout( offset=0) uniform uint) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:74 u1: direct index for structure ( uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) -0:74 u1: direct index for structure (layout( offset=0) uniform uint) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:74 u1: direct index for structure ( uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) 0:75 move second child to first child ( temp uint) 0:75 'out_u1' ( temp uint) 0:75 imageAtomicMin ( temp uint) 0:75 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:75 u1: direct index for structure (layout( offset=0) uniform uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:75 u1: direct index for structure ( uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) -0:75 u1: direct index for structure (layout( offset=0) uniform uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:75 u1: direct index for structure ( uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) 0:76 imageAtomicOr ( temp uint) 0:76 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:76 u1: direct index for structure (layout( offset=0) uniform uint) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:76 u1: direct index for structure ( uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) -0:76 u1: direct index for structure (layout( offset=0) uniform uint) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:76 u1: direct index for structure ( uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) 0:77 move second child to first child ( temp uint) 0:77 'out_u1' ( temp uint) 0:77 imageAtomicOr ( temp uint) 0:77 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:77 u1: direct index for structure (layout( offset=0) uniform uint) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:77 u1: direct index for structure ( uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) -0:77 u1: direct index for structure (layout( offset=0) uniform uint) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:77 u1: direct index for structure ( uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) 0:78 imageAtomicXor ( temp uint) 0:78 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:78 u1: direct index for structure (layout( offset=0) uniform uint) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:78 u1: direct index for structure ( uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) -0:78 u1: direct index for structure (layout( offset=0) uniform uint) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:78 u1: direct index for structure ( uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) 0:79 move second child to first child ( temp uint) 0:79 'out_u1' ( temp uint) 0:79 imageAtomicXor ( temp uint) 0:79 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:79 u1: direct index for structure (layout( offset=0) uniform uint) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:79 u1: direct index for structure ( uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) -0:79 u1: direct index for structure (layout( offset=0) uniform uint) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:79 u1: direct index for structure ( uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) 0:82 imageAtomicAdd ( temp int) 0:82 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:82 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:82 i2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:82 Constant: 0:82 6 (const uint) -0:82 i1b: direct index for structure (layout( offset=60) uniform int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:82 i1b: direct index for structure ( uniform int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:82 Constant: 0:82 8 (const uint) 0:83 move second child to first child ( temp int) 0:83 'out_i1' ( temp int) 0:83 imageAtomicAdd ( temp int) 0:83 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:83 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:83 i2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:83 Constant: 0:83 6 (const uint) -0:83 i1: direct index for structure (layout( offset=36) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:83 i1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:83 Constant: 0:83 5 (const uint) 0:84 imageAtomicAnd ( temp int) 0:84 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:84 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:84 i2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:84 Constant: 0:84 6 (const uint) -0:84 i1b: direct index for structure (layout( offset=60) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:84 i1b: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:84 Constant: 0:84 8 (const uint) 0:85 move second child to first child ( temp int) 0:85 'out_i1' ( temp int) 0:85 imageAtomicAnd ( temp int) 0:85 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:85 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:85 i2: direct index for structure ( uniform 2-component vector of int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:85 Constant: 0:85 6 (const uint) -0:85 i1: direct index for structure (layout( offset=36) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:85 i1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:85 Constant: 0:85 5 (const uint) 0:86 move second child to first child ( temp int) 0:86 'out_i1' ( temp int) 0:86 imageAtomicCompSwap ( temp int) 0:86 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:86 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i2: direct index for structure ( uniform 2-component vector of int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 6 (const uint) -0:86 i1b: direct index for structure (layout( offset=60) uniform int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i1b: direct index for structure ( uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 8 (const uint) -0:86 i1c: direct index for structure (layout( offset=64) uniform int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i1c: direct index for structure ( uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 9 (const uint) 0:87 move second child to first child ( temp int) 0:87 'out_i1' ( temp int) 0:87 imageAtomicExchange ( temp int) 0:87 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:87 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:87 i2: direct index for structure ( uniform 2-component vector of int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:87 Constant: 0:87 6 (const uint) -0:87 i1: direct index for structure (layout( offset=36) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:87 i1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:87 Constant: 0:87 5 (const uint) 0:88 imageAtomicMax ( temp int) 0:88 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:88 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:88 i2: direct index for structure ( uniform 2-component vector of int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:88 Constant: 0:88 6 (const uint) -0:88 i1b: direct index for structure (layout( offset=60) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:88 i1b: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:88 Constant: 0:88 8 (const uint) 0:89 move second child to first child ( temp int) 0:89 'out_i1' ( temp int) 0:89 imageAtomicMax ( temp int) 0:89 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:89 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:89 i2: direct index for structure ( uniform 2-component vector of int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:89 Constant: 0:89 6 (const uint) -0:89 i1: direct index for structure (layout( offset=36) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:89 i1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:89 Constant: 0:89 5 (const uint) 0:90 imageAtomicMin ( temp int) 0:90 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:90 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:90 i2: direct index for structure ( uniform 2-component vector of int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:90 Constant: 0:90 6 (const uint) -0:90 i1b: direct index for structure (layout( offset=60) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:90 i1b: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:90 Constant: 0:90 8 (const uint) 0:91 move second child to first child ( temp int) 0:91 'out_i1' ( temp int) 0:91 imageAtomicMin ( temp int) 0:91 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:91 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:91 i2: direct index for structure ( uniform 2-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:91 Constant: 0:91 6 (const uint) -0:91 i1: direct index for structure (layout( offset=36) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:91 i1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:91 Constant: 0:91 5 (const uint) 0:92 imageAtomicOr ( temp int) 0:92 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:92 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:92 i2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:92 Constant: 0:92 6 (const uint) -0:92 i1b: direct index for structure (layout( offset=60) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:92 i1b: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:92 Constant: 0:92 8 (const uint) 0:93 move second child to first child ( temp int) 0:93 'out_i1' ( temp int) 0:93 imageAtomicOr ( temp int) 0:93 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:93 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:93 i2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:93 Constant: 0:93 6 (const uint) -0:93 i1: direct index for structure (layout( offset=36) uniform int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:93 i1: direct index for structure ( uniform int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:93 Constant: 0:93 5 (const uint) 0:94 imageAtomicXor ( temp int) 0:94 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:94 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:94 i2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:94 Constant: 0:94 6 (const uint) -0:94 i1b: direct index for structure (layout( offset=60) uniform int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:94 i1b: direct index for structure ( uniform int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:94 Constant: 0:94 8 (const uint) 0:95 move second child to first child ( temp int) 0:95 'out_i1' ( temp int) 0:95 imageAtomicXor ( temp int) 0:95 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:95 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:95 i2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:95 Constant: 0:95 6 (const uint) -0:95 i1: direct index for structure (layout( offset=36) uniform int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:95 i1: direct index for structure ( uniform int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:95 Constant: 0:95 5 (const uint) 0:98 imageAtomicAdd ( temp uint) 0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:98 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:98 u2: direct index for structure ( uniform 2-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:98 Constant: 0:98 1 (const uint) -0:98 u1: direct index for structure (layout( offset=0) uniform uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:98 u1: direct index for structure ( uniform uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:98 Constant: 0:98 0 (const uint) 0:99 move second child to first child ( temp uint) 0:99 'out_u1' ( temp uint) 0:99 imageAtomicAdd ( temp uint) 0:99 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:99 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:99 u2: direct index for structure ( uniform 2-component vector of uint) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:99 Constant: 0:99 1 (const uint) -0:99 u1: direct index for structure (layout( offset=0) uniform uint) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:99 u1: direct index for structure ( uniform uint) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:99 Constant: 0:99 0 (const uint) 0:100 imageAtomicAnd ( temp uint) 0:100 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:100 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:100 u2: direct index for structure ( uniform 2-component vector of uint) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:100 Constant: 0:100 1 (const uint) -0:100 u1: direct index for structure (layout( offset=0) uniform uint) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:100 u1: direct index for structure ( uniform uint) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:100 Constant: 0:100 0 (const uint) 0:101 move second child to first child ( temp uint) 0:101 'out_u1' ( temp uint) 0:101 imageAtomicAnd ( temp uint) 0:101 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:101 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:101 u2: direct index for structure ( uniform 2-component vector of uint) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:101 Constant: 0:101 1 (const uint) -0:101 u1: direct index for structure (layout( offset=0) uniform uint) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:101 u1: direct index for structure ( uniform uint) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:101 Constant: 0:101 0 (const uint) 0:102 move second child to first child ( temp uint) 0:102 'out_u1' ( temp uint) 0:102 imageAtomicCompSwap ( temp uint) 0:102 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:102 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u2: direct index for structure ( uniform 2-component vector of uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 1 (const uint) -0:102 u1b: direct index for structure (layout( offset=28) uniform uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u1b: direct index for structure ( uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 3 (const uint) -0:102 u1c: direct index for structure (layout( offset=32) uniform uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u1c: direct index for structure ( uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 4 (const uint) 0:103 move second child to first child ( temp uint) 0:103 'out_u1' ( temp uint) 0:103 imageAtomicExchange ( temp uint) 0:103 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:103 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:103 u2: direct index for structure ( uniform 2-component vector of uint) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:103 Constant: 0:103 1 (const uint) -0:103 u1: direct index for structure (layout( offset=0) uniform uint) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:103 u1: direct index for structure ( uniform uint) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:103 Constant: 0:103 0 (const uint) 0:104 imageAtomicMax ( temp uint) 0:104 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:104 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:104 u2: direct index for structure ( uniform 2-component vector of uint) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:104 Constant: 0:104 1 (const uint) -0:104 u1: direct index for structure (layout( offset=0) uniform uint) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:104 u1: direct index for structure ( uniform uint) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:104 Constant: 0:104 0 (const uint) 0:105 move second child to first child ( temp uint) 0:105 'out_u1' ( temp uint) 0:105 imageAtomicMax ( temp uint) 0:105 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:105 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:105 u2: direct index for structure ( uniform 2-component vector of uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:105 Constant: 0:105 1 (const uint) -0:105 u1: direct index for structure (layout( offset=0) uniform uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:105 u1: direct index for structure ( uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:105 Constant: 0:105 0 (const uint) 0:106 imageAtomicMin ( temp uint) 0:106 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:106 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:106 u2: direct index for structure ( uniform 2-component vector of uint) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:106 Constant: 0:106 1 (const uint) -0:106 u1: direct index for structure (layout( offset=0) uniform uint) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:106 u1: direct index for structure ( uniform uint) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:106 Constant: 0:106 0 (const uint) 0:107 move second child to first child ( temp uint) 0:107 'out_u1' ( temp uint) 0:107 imageAtomicMin ( temp uint) 0:107 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:107 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:107 u2: direct index for structure ( uniform 2-component vector of uint) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:107 Constant: 0:107 1 (const uint) -0:107 u1: direct index for structure (layout( offset=0) uniform uint) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:107 u1: direct index for structure ( uniform uint) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:107 Constant: 0:107 0 (const uint) 0:108 imageAtomicOr ( temp uint) 0:108 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:108 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:108 u2: direct index for structure ( uniform 2-component vector of uint) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:108 Constant: 0:108 1 (const uint) -0:108 u1: direct index for structure (layout( offset=0) uniform uint) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:108 u1: direct index for structure ( uniform uint) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:108 Constant: 0:108 0 (const uint) 0:109 move second child to first child ( temp uint) 0:109 'out_u1' ( temp uint) 0:109 imageAtomicOr ( temp uint) 0:109 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:109 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:109 u2: direct index for structure ( uniform 2-component vector of uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:109 Constant: 0:109 1 (const uint) -0:109 u1: direct index for structure (layout( offset=0) uniform uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:109 u1: direct index for structure ( uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:109 Constant: 0:109 0 (const uint) 0:110 imageAtomicXor ( temp uint) 0:110 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:110 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:110 u2: direct index for structure ( uniform 2-component vector of uint) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:110 Constant: 0:110 1 (const uint) -0:110 u1: direct index for structure (layout( offset=0) uniform uint) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:110 u1: direct index for structure ( uniform uint) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:110 Constant: 0:110 0 (const uint) 0:111 move second child to first child ( temp uint) 0:111 'out_u1' ( temp uint) 0:111 imageAtomicXor ( temp uint) 0:111 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:111 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:111 u2: direct index for structure ( uniform 2-component vector of uint) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:111 Constant: 0:111 1 (const uint) -0:111 u1: direct index for structure (layout( offset=0) uniform uint) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:111 u1: direct index for structure ( uniform uint) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:111 Constant: 0:111 0 (const uint) 0:114 imageAtomicAdd ( temp int) 0:114 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:114 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:114 i3: direct index for structure ( uniform 3-component vector of int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:114 Constant: 0:114 7 (const uint) -0:114 i1b: direct index for structure (layout( offset=60) uniform int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:114 i1b: direct index for structure ( uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:114 Constant: 0:114 8 (const uint) 0:115 move second child to first child ( temp int) 0:115 'out_i1' ( temp int) 0:115 imageAtomicAdd ( temp int) 0:115 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:115 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:115 i3: direct index for structure ( uniform 3-component vector of int) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:115 Constant: 0:115 7 (const uint) -0:115 i1: direct index for structure (layout( offset=36) uniform int) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:115 i1: direct index for structure ( uniform int) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:115 Constant: 0:115 5 (const uint) 0:116 imageAtomicAnd ( temp int) 0:116 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:116 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:116 i3: direct index for structure ( uniform 3-component vector of int) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:116 Constant: 0:116 7 (const uint) -0:116 i1b: direct index for structure (layout( offset=60) uniform int) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:116 i1b: direct index for structure ( uniform int) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:116 Constant: 0:116 8 (const uint) 0:117 move second child to first child ( temp int) 0:117 'out_i1' ( temp int) 0:117 imageAtomicAnd ( temp int) 0:117 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:117 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:117 i3: direct index for structure ( uniform 3-component vector of int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:117 Constant: 0:117 7 (const uint) -0:117 i1: direct index for structure (layout( offset=36) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:117 i1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:117 Constant: 0:117 5 (const uint) 0:118 move second child to first child ( temp int) 0:118 'out_i1' ( temp int) 0:118 imageAtomicCompSwap ( temp int) 0:118 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:118 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i3: direct index for structure ( uniform 3-component vector of int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 7 (const uint) -0:118 i1b: direct index for structure (layout( offset=60) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i1b: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 8 (const uint) -0:118 i1c: direct index for structure (layout( offset=64) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i1c: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 9 (const uint) 0:119 move second child to first child ( temp int) 0:119 'out_i1' ( temp int) 0:119 imageAtomicExchange ( temp int) 0:119 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:119 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:119 i3: direct index for structure ( uniform 3-component vector of int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:119 Constant: 0:119 7 (const uint) -0:119 i1: direct index for structure (layout( offset=36) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:119 i1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:119 Constant: 0:119 5 (const uint) 0:120 imageAtomicMax ( temp int) 0:120 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:120 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:120 i3: direct index for structure ( uniform 3-component vector of int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:120 Constant: 0:120 7 (const uint) -0:120 i1b: direct index for structure (layout( offset=60) uniform int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:120 i1b: direct index for structure ( uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:120 Constant: 0:120 8 (const uint) 0:121 move second child to first child ( temp int) 0:121 'out_i1' ( temp int) 0:121 imageAtomicMax ( temp int) 0:121 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:121 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:121 i3: direct index for structure ( uniform 3-component vector of int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:121 Constant: 0:121 7 (const uint) -0:121 i1: direct index for structure (layout( offset=36) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:121 i1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:121 Constant: 0:121 5 (const uint) 0:122 imageAtomicMin ( temp int) 0:122 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:122 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:122 i3: direct index for structure ( uniform 3-component vector of int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:122 Constant: 0:122 7 (const uint) -0:122 i1b: direct index for structure (layout( offset=60) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:122 i1b: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:122 Constant: 0:122 8 (const uint) 0:123 move second child to first child ( temp int) 0:123 'out_i1' ( temp int) 0:123 imageAtomicMin ( temp int) 0:123 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:123 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:123 i3: direct index for structure ( uniform 3-component vector of int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:123 Constant: 0:123 7 (const uint) -0:123 i1: direct index for structure (layout( offset=36) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:123 i1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:123 Constant: 0:123 5 (const uint) 0:124 imageAtomicOr ( temp int) 0:124 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:124 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:124 i3: direct index for structure ( uniform 3-component vector of int) +0:124 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:124 Constant: 0:124 7 (const uint) -0:124 i1b: direct index for structure (layout( offset=60) uniform int) -0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:124 i1b: direct index for structure ( uniform int) +0:124 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:124 Constant: 0:124 8 (const uint) 0:125 move second child to first child ( temp int) 0:125 'out_i1' ( temp int) 0:125 imageAtomicOr ( temp int) 0:125 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:125 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:125 i3: direct index for structure ( uniform 3-component vector of int) +0:125 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:125 Constant: 0:125 7 (const uint) -0:125 i1: direct index for structure (layout( offset=36) uniform int) -0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:125 i1: direct index for structure ( uniform int) +0:125 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:125 Constant: 0:125 5 (const uint) 0:126 imageAtomicXor ( temp int) 0:126 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:126 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:126 i3: direct index for structure ( uniform 3-component vector of int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:126 Constant: 0:126 7 (const uint) -0:126 i1b: direct index for structure (layout( offset=60) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:126 i1b: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:126 Constant: 0:126 8 (const uint) 0:127 move second child to first child ( temp int) 0:127 'out_i1' ( temp int) 0:127 imageAtomicXor ( temp int) 0:127 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:127 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:127 i3: direct index for structure ( uniform 3-component vector of int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:127 Constant: 0:127 7 (const uint) -0:127 i1: direct index for structure (layout( offset=36) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:127 i1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:127 Constant: 0:127 5 (const uint) 0:130 imageAtomicAdd ( temp uint) 0:130 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:130 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:130 u3: direct index for structure ( uniform 3-component vector of uint) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:130 Constant: 0:130 2 (const uint) -0:130 u1: direct index for structure (layout( offset=0) uniform uint) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:130 u1: direct index for structure ( uniform uint) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:130 Constant: 0:130 0 (const uint) 0:131 move second child to first child ( temp uint) 0:131 'out_u1' ( temp uint) 0:131 imageAtomicAdd ( temp uint) 0:131 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:131 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:131 u3: direct index for structure ( uniform 3-component vector of uint) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:131 Constant: 0:131 2 (const uint) -0:131 u1: direct index for structure (layout( offset=0) uniform uint) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:131 u1: direct index for structure ( uniform uint) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:131 Constant: 0:131 0 (const uint) 0:132 imageAtomicAnd ( temp uint) 0:132 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:132 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:132 u3: direct index for structure ( uniform 3-component vector of uint) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:132 Constant: 0:132 2 (const uint) -0:132 u1: direct index for structure (layout( offset=0) uniform uint) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:132 u1: direct index for structure ( uniform uint) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:132 Constant: 0:132 0 (const uint) 0:133 move second child to first child ( temp uint) 0:133 'out_u1' ( temp uint) 0:133 imageAtomicAnd ( temp uint) 0:133 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:133 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:133 u3: direct index for structure ( uniform 3-component vector of uint) +0:133 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:133 Constant: 0:133 2 (const uint) -0:133 u1: direct index for structure (layout( offset=0) uniform uint) -0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:133 u1: direct index for structure ( uniform uint) +0:133 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:133 Constant: 0:133 0 (const uint) 0:134 move second child to first child ( temp uint) 0:134 'out_u1' ( temp uint) 0:134 imageAtomicCompSwap ( temp uint) 0:134 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:134 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u3: direct index for structure ( uniform 3-component vector of uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 2 (const uint) -0:134 u1b: direct index for structure (layout( offset=28) uniform uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u1b: direct index for structure ( uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 3 (const uint) -0:134 u1c: direct index for structure (layout( offset=32) uniform uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u1c: direct index for structure ( uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 4 (const uint) 0:135 move second child to first child ( temp uint) 0:135 'out_u1' ( temp uint) 0:135 imageAtomicExchange ( temp uint) 0:135 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:135 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:135 u3: direct index for structure ( uniform 3-component vector of uint) +0:135 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:135 Constant: 0:135 2 (const uint) -0:135 u1: direct index for structure (layout( offset=0) uniform uint) -0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:135 u1: direct index for structure ( uniform uint) +0:135 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:135 Constant: 0:135 0 (const uint) 0:136 imageAtomicMax ( temp uint) 0:136 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:136 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:136 u3: direct index for structure ( uniform 3-component vector of uint) +0:136 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:136 Constant: 0:136 2 (const uint) -0:136 u1: direct index for structure (layout( offset=0) uniform uint) -0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:136 u1: direct index for structure ( uniform uint) +0:136 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:136 Constant: 0:136 0 (const uint) 0:137 move second child to first child ( temp uint) 0:137 'out_u1' ( temp uint) 0:137 imageAtomicMax ( temp uint) 0:137 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:137 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:137 u3: direct index for structure ( uniform 3-component vector of uint) +0:137 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:137 Constant: 0:137 2 (const uint) -0:137 u1: direct index for structure (layout( offset=0) uniform uint) -0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:137 u1: direct index for structure ( uniform uint) +0:137 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:137 Constant: 0:137 0 (const uint) 0:138 imageAtomicMin ( temp uint) 0:138 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:138 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:138 u3: direct index for structure ( uniform 3-component vector of uint) +0:138 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:138 Constant: 0:138 2 (const uint) -0:138 u1: direct index for structure (layout( offset=0) uniform uint) -0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:138 u1: direct index for structure ( uniform uint) +0:138 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:138 Constant: 0:138 0 (const uint) 0:139 move second child to first child ( temp uint) 0:139 'out_u1' ( temp uint) 0:139 imageAtomicMin ( temp uint) 0:139 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:139 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:139 u3: direct index for structure ( uniform 3-component vector of uint) +0:139 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:139 Constant: 0:139 2 (const uint) -0:139 u1: direct index for structure (layout( offset=0) uniform uint) -0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:139 u1: direct index for structure ( uniform uint) +0:139 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:139 Constant: 0:139 0 (const uint) 0:140 imageAtomicOr ( temp uint) 0:140 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:140 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:140 u3: direct index for structure ( uniform 3-component vector of uint) +0:140 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:140 Constant: 0:140 2 (const uint) -0:140 u1: direct index for structure (layout( offset=0) uniform uint) -0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:140 u1: direct index for structure ( uniform uint) +0:140 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:140 Constant: 0:140 0 (const uint) 0:141 move second child to first child ( temp uint) 0:141 'out_u1' ( temp uint) 0:141 imageAtomicOr ( temp uint) 0:141 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:141 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:141 u3: direct index for structure ( uniform 3-component vector of uint) +0:141 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:141 Constant: 0:141 2 (const uint) -0:141 u1: direct index for structure (layout( offset=0) uniform uint) -0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:141 u1: direct index for structure ( uniform uint) +0:141 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:141 Constant: 0:141 0 (const uint) 0:142 imageAtomicXor ( temp uint) 0:142 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:142 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:142 u3: direct index for structure ( uniform 3-component vector of uint) +0:142 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:142 Constant: 0:142 2 (const uint) -0:142 u1: direct index for structure (layout( offset=0) uniform uint) -0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:142 u1: direct index for structure ( uniform uint) +0:142 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:142 Constant: 0:142 0 (const uint) 0:143 move second child to first child ( temp uint) 0:143 'out_u1' ( temp uint) 0:143 imageAtomicXor ( temp uint) 0:143 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:143 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:143 u3: direct index for structure ( uniform 3-component vector of uint) +0:143 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:143 Constant: 0:143 2 (const uint) -0:143 u1: direct index for structure (layout( offset=0) uniform uint) -0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:143 u1: direct index for structure ( uniform uint) +0:143 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:143 Constant: 0:143 0 (const uint) 0:146 imageAtomicAdd ( temp int) 0:146 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:146 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:146 i2: direct index for structure ( uniform 2-component vector of int) +0:146 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:146 Constant: 0:146 6 (const uint) -0:146 i1b: direct index for structure (layout( offset=60) uniform int) -0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:146 i1b: direct index for structure ( uniform int) +0:146 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:146 Constant: 0:146 8 (const uint) 0:147 move second child to first child ( temp int) 0:147 'out_i1' ( temp int) 0:147 imageAtomicAdd ( temp int) 0:147 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:147 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:147 i2: direct index for structure ( uniform 2-component vector of int) +0:147 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:147 Constant: 0:147 6 (const uint) -0:147 i1: direct index for structure (layout( offset=36) uniform int) -0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:147 i1: direct index for structure ( uniform int) +0:147 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:147 Constant: 0:147 5 (const uint) 0:148 imageAtomicAnd ( temp int) 0:148 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:148 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:148 i2: direct index for structure ( uniform 2-component vector of int) +0:148 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:148 Constant: 0:148 6 (const uint) -0:148 i1b: direct index for structure (layout( offset=60) uniform int) -0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:148 i1b: direct index for structure ( uniform int) +0:148 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:148 Constant: 0:148 8 (const uint) 0:149 move second child to first child ( temp int) 0:149 'out_i1' ( temp int) 0:149 imageAtomicAnd ( temp int) 0:149 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:149 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:149 i2: direct index for structure ( uniform 2-component vector of int) +0:149 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:149 Constant: 0:149 6 (const uint) -0:149 i1: direct index for structure (layout( offset=36) uniform int) -0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:149 i1: direct index for structure ( uniform int) +0:149 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:149 Constant: 0:149 5 (const uint) 0:150 move second child to first child ( temp int) 0:150 'out_i1' ( temp int) 0:150 imageAtomicCompSwap ( temp int) 0:150 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:150 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i2: direct index for structure ( uniform 2-component vector of int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 6 (const uint) -0:150 i1b: direct index for structure (layout( offset=60) uniform int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i1b: direct index for structure ( uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 8 (const uint) -0:150 i1c: direct index for structure (layout( offset=64) uniform int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i1c: direct index for structure ( uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 9 (const uint) 0:151 move second child to first child ( temp int) 0:151 'out_i1' ( temp int) 0:151 imageAtomicExchange ( temp int) 0:151 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:151 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:151 i2: direct index for structure ( uniform 2-component vector of int) +0:151 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:151 Constant: 0:151 6 (const uint) -0:151 i1: direct index for structure (layout( offset=36) uniform int) -0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:151 i1: direct index for structure ( uniform int) +0:151 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:151 Constant: 0:151 5 (const uint) 0:152 imageAtomicMax ( temp int) 0:152 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:152 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:152 i2: direct index for structure ( uniform 2-component vector of int) +0:152 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:152 Constant: 0:152 6 (const uint) -0:152 i1b: direct index for structure (layout( offset=60) uniform int) -0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:152 i1b: direct index for structure ( uniform int) +0:152 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:152 Constant: 0:152 8 (const uint) 0:153 move second child to first child ( temp int) 0:153 'out_i1' ( temp int) 0:153 imageAtomicMax ( temp int) 0:153 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:153 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:153 i2: direct index for structure ( uniform 2-component vector of int) +0:153 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:153 Constant: 0:153 6 (const uint) -0:153 i1: direct index for structure (layout( offset=36) uniform int) -0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:153 i1: direct index for structure ( uniform int) +0:153 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:153 Constant: 0:153 5 (const uint) 0:154 imageAtomicMin ( temp int) 0:154 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:154 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:154 i2: direct index for structure ( uniform 2-component vector of int) +0:154 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:154 Constant: 0:154 6 (const uint) -0:154 i1b: direct index for structure (layout( offset=60) uniform int) -0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:154 i1b: direct index for structure ( uniform int) +0:154 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:154 Constant: 0:154 8 (const uint) 0:155 move second child to first child ( temp int) 0:155 'out_i1' ( temp int) 0:155 imageAtomicMin ( temp int) 0:155 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:155 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:155 i2: direct index for structure ( uniform 2-component vector of int) +0:155 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:155 Constant: 0:155 6 (const uint) -0:155 i1: direct index for structure (layout( offset=36) uniform int) -0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:155 i1: direct index for structure ( uniform int) +0:155 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:155 Constant: 0:155 5 (const uint) 0:156 imageAtomicOr ( temp int) 0:156 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:156 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:156 i2: direct index for structure ( uniform 2-component vector of int) +0:156 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:156 Constant: 0:156 6 (const uint) -0:156 i1b: direct index for structure (layout( offset=60) uniform int) -0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:156 i1b: direct index for structure ( uniform int) +0:156 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:156 Constant: 0:156 8 (const uint) 0:157 move second child to first child ( temp int) 0:157 'out_i1' ( temp int) 0:157 imageAtomicOr ( temp int) 0:157 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:157 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:157 i2: direct index for structure ( uniform 2-component vector of int) +0:157 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:157 Constant: 0:157 6 (const uint) -0:157 i1: direct index for structure (layout( offset=36) uniform int) -0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:157 i1: direct index for structure ( uniform int) +0:157 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:157 Constant: 0:157 5 (const uint) 0:158 imageAtomicXor ( temp int) 0:158 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:158 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:158 i2: direct index for structure ( uniform 2-component vector of int) +0:158 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:158 Constant: 0:158 6 (const uint) -0:158 i1b: direct index for structure (layout( offset=60) uniform int) -0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:158 i1b: direct index for structure ( uniform int) +0:158 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:158 Constant: 0:158 8 (const uint) 0:159 move second child to first child ( temp int) 0:159 'out_i1' ( temp int) 0:159 imageAtomicXor ( temp int) 0:159 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:159 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:159 i2: direct index for structure ( uniform 2-component vector of int) +0:159 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:159 Constant: 0:159 6 (const uint) -0:159 i1: direct index for structure (layout( offset=36) uniform int) -0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:159 i1: direct index for structure ( uniform int) +0:159 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:159 Constant: 0:159 5 (const uint) 0:162 imageAtomicAdd ( temp uint) 0:162 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:162 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:162 u2: direct index for structure ( uniform 2-component vector of uint) +0:162 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:162 Constant: 0:162 1 (const uint) -0:162 u1: direct index for structure (layout( offset=0) uniform uint) -0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:162 u1: direct index for structure ( uniform uint) +0:162 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:162 Constant: 0:162 0 (const uint) 0:163 move second child to first child ( temp uint) 0:163 'out_u1' ( temp uint) 0:163 imageAtomicAdd ( temp uint) 0:163 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:163 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:163 u2: direct index for structure ( uniform 2-component vector of uint) +0:163 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:163 Constant: 0:163 1 (const uint) -0:163 u1: direct index for structure (layout( offset=0) uniform uint) -0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:163 u1: direct index for structure ( uniform uint) +0:163 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:163 Constant: 0:163 0 (const uint) 0:164 imageAtomicAnd ( temp uint) 0:164 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:164 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:164 u2: direct index for structure ( uniform 2-component vector of uint) +0:164 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:164 Constant: 0:164 1 (const uint) -0:164 u1: direct index for structure (layout( offset=0) uniform uint) -0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:164 u1: direct index for structure ( uniform uint) +0:164 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:164 Constant: 0:164 0 (const uint) 0:165 move second child to first child ( temp uint) 0:165 'out_u1' ( temp uint) 0:165 imageAtomicAnd ( temp uint) 0:165 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:165 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:165 u2: direct index for structure ( uniform 2-component vector of uint) +0:165 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:165 Constant: 0:165 1 (const uint) -0:165 u1: direct index for structure (layout( offset=0) uniform uint) -0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:165 u1: direct index for structure ( uniform uint) +0:165 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:165 Constant: 0:165 0 (const uint) 0:166 move second child to first child ( temp uint) 0:166 'out_u1' ( temp uint) 0:166 imageAtomicCompSwap ( temp uint) 0:166 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:166 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u2: direct index for structure ( uniform 2-component vector of uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 1 (const uint) -0:166 u1b: direct index for structure (layout( offset=28) uniform uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u1b: direct index for structure ( uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 3 (const uint) -0:166 u1c: direct index for structure (layout( offset=32) uniform uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u1c: direct index for structure ( uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 4 (const uint) 0:167 move second child to first child ( temp uint) 0:167 'out_u1' ( temp uint) 0:167 imageAtomicExchange ( temp uint) 0:167 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:167 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:167 u2: direct index for structure ( uniform 2-component vector of uint) +0:167 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:167 Constant: 0:167 1 (const uint) -0:167 u1: direct index for structure (layout( offset=0) uniform uint) -0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:167 u1: direct index for structure ( uniform uint) +0:167 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:167 Constant: 0:167 0 (const uint) 0:168 imageAtomicMax ( temp uint) 0:168 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:168 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:168 u2: direct index for structure ( uniform 2-component vector of uint) +0:168 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:168 Constant: 0:168 1 (const uint) -0:168 u1: direct index for structure (layout( offset=0) uniform uint) -0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:168 u1: direct index for structure ( uniform uint) +0:168 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:168 Constant: 0:168 0 (const uint) 0:169 move second child to first child ( temp uint) 0:169 'out_u1' ( temp uint) 0:169 imageAtomicMax ( temp uint) 0:169 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:169 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:169 u2: direct index for structure ( uniform 2-component vector of uint) +0:169 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:169 Constant: 0:169 1 (const uint) -0:169 u1: direct index for structure (layout( offset=0) uniform uint) -0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:169 u1: direct index for structure ( uniform uint) +0:169 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:169 Constant: 0:169 0 (const uint) 0:170 imageAtomicMin ( temp uint) 0:170 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:170 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:170 u2: direct index for structure ( uniform 2-component vector of uint) +0:170 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:170 Constant: 0:170 1 (const uint) -0:170 u1: direct index for structure (layout( offset=0) uniform uint) -0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:170 u1: direct index for structure ( uniform uint) +0:170 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:170 Constant: 0:170 0 (const uint) 0:171 move second child to first child ( temp uint) 0:171 'out_u1' ( temp uint) 0:171 imageAtomicMin ( temp uint) 0:171 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:171 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:171 u2: direct index for structure ( uniform 2-component vector of uint) +0:171 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:171 Constant: 0:171 1 (const uint) -0:171 u1: direct index for structure (layout( offset=0) uniform uint) -0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:171 u1: direct index for structure ( uniform uint) +0:171 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:171 Constant: 0:171 0 (const uint) 0:172 imageAtomicOr ( temp uint) 0:172 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:172 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:172 u2: direct index for structure ( uniform 2-component vector of uint) +0:172 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:172 Constant: 0:172 1 (const uint) -0:172 u1: direct index for structure (layout( offset=0) uniform uint) -0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:172 u1: direct index for structure ( uniform uint) +0:172 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:172 Constant: 0:172 0 (const uint) 0:173 move second child to first child ( temp uint) 0:173 'out_u1' ( temp uint) 0:173 imageAtomicOr ( temp uint) 0:173 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:173 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:173 u2: direct index for structure ( uniform 2-component vector of uint) +0:173 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:173 Constant: 0:173 1 (const uint) -0:173 u1: direct index for structure (layout( offset=0) uniform uint) -0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:173 u1: direct index for structure ( uniform uint) +0:173 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:173 Constant: 0:173 0 (const uint) 0:174 imageAtomicXor ( temp uint) 0:174 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:174 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:174 u2: direct index for structure ( uniform 2-component vector of uint) +0:174 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:174 Constant: 0:174 1 (const uint) -0:174 u1: direct index for structure (layout( offset=0) uniform uint) -0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:174 u1: direct index for structure ( uniform uint) +0:174 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:174 Constant: 0:174 0 (const uint) 0:175 move second child to first child ( temp uint) 0:175 'out_u1' ( temp uint) 0:175 imageAtomicXor ( temp uint) 0:175 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:175 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:175 u2: direct index for structure ( uniform 2-component vector of uint) +0:175 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:175 Constant: 0:175 1 (const uint) -0:175 u1: direct index for structure (layout( offset=0) uniform uint) -0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:175 u1: direct index for structure ( uniform uint) +0:175 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:175 Constant: 0:175 0 (const uint) 0:178 imageAtomicAdd ( temp int) 0:178 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:178 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:178 i2: direct index for structure ( uniform 2-component vector of int) +0:178 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:178 Constant: 0:178 6 (const uint) -0:178 i1b: direct index for structure (layout( offset=60) uniform int) -0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:178 i1b: direct index for structure ( uniform int) +0:178 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:178 Constant: 0:178 8 (const uint) 0:179 move second child to first child ( temp int) 0:179 'out_i1' ( temp int) 0:179 imageAtomicAdd ( temp int) 0:179 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:179 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:179 i2: direct index for structure ( uniform 2-component vector of int) +0:179 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:179 Constant: 0:179 6 (const uint) -0:179 i1: direct index for structure (layout( offset=36) uniform int) -0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:179 i1: direct index for structure ( uniform int) +0:179 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:179 Constant: 0:179 5 (const uint) 0:180 imageAtomicAnd ( temp int) 0:180 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:180 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:180 i2: direct index for structure ( uniform 2-component vector of int) +0:180 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:180 Constant: 0:180 6 (const uint) -0:180 i1b: direct index for structure (layout( offset=60) uniform int) -0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:180 i1b: direct index for structure ( uniform int) +0:180 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:180 Constant: 0:180 8 (const uint) 0:181 move second child to first child ( temp int) 0:181 'out_i1' ( temp int) 0:181 imageAtomicAnd ( temp int) 0:181 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:181 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:181 i2: direct index for structure ( uniform 2-component vector of int) +0:181 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:181 Constant: 0:181 6 (const uint) -0:181 i1: direct index for structure (layout( offset=36) uniform int) -0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:181 i1: direct index for structure ( uniform int) +0:181 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:181 Constant: 0:181 5 (const uint) 0:182 move second child to first child ( temp int) 0:182 'out_i1' ( temp int) 0:182 imageAtomicCompSwap ( temp int) 0:182 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:182 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i2: direct index for structure ( uniform 2-component vector of int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 6 (const uint) -0:182 i1b: direct index for structure (layout( offset=60) uniform int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i1b: direct index for structure ( uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 8 (const uint) -0:182 i1c: direct index for structure (layout( offset=64) uniform int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i1c: direct index for structure ( uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 9 (const uint) 0:183 move second child to first child ( temp int) 0:183 'out_i1' ( temp int) 0:183 imageAtomicExchange ( temp int) 0:183 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:183 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:183 i2: direct index for structure ( uniform 2-component vector of int) +0:183 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:183 Constant: 0:183 6 (const uint) -0:183 i1: direct index for structure (layout( offset=36) uniform int) -0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:183 i1: direct index for structure ( uniform int) +0:183 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:183 Constant: 0:183 5 (const uint) 0:184 imageAtomicMax ( temp int) 0:184 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:184 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:184 i2: direct index for structure ( uniform 2-component vector of int) +0:184 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:184 Constant: 0:184 6 (const uint) -0:184 i1b: direct index for structure (layout( offset=60) uniform int) -0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:184 i1b: direct index for structure ( uniform int) +0:184 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:184 Constant: 0:184 8 (const uint) 0:185 move second child to first child ( temp int) 0:185 'out_i1' ( temp int) 0:185 imageAtomicMax ( temp int) 0:185 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:185 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:185 i2: direct index for structure ( uniform 2-component vector of int) +0:185 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:185 Constant: 0:185 6 (const uint) -0:185 i1: direct index for structure (layout( offset=36) uniform int) -0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:185 i1: direct index for structure ( uniform int) +0:185 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:185 Constant: 0:185 5 (const uint) 0:186 imageAtomicMin ( temp int) 0:186 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:186 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:186 i2: direct index for structure ( uniform 2-component vector of int) +0:186 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:186 Constant: 0:186 6 (const uint) -0:186 i1b: direct index for structure (layout( offset=60) uniform int) -0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:186 i1b: direct index for structure ( uniform int) +0:186 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:186 Constant: 0:186 8 (const uint) 0:187 move second child to first child ( temp int) 0:187 'out_i1' ( temp int) 0:187 imageAtomicMin ( temp int) 0:187 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:187 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:187 i2: direct index for structure ( uniform 2-component vector of int) +0:187 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:187 Constant: 0:187 6 (const uint) -0:187 i1: direct index for structure (layout( offset=36) uniform int) -0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:187 i1: direct index for structure ( uniform int) +0:187 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:187 Constant: 0:187 5 (const uint) 0:188 imageAtomicOr ( temp int) 0:188 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:188 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:188 i2: direct index for structure ( uniform 2-component vector of int) +0:188 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:188 Constant: 0:188 6 (const uint) -0:188 i1b: direct index for structure (layout( offset=60) uniform int) -0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:188 i1b: direct index for structure ( uniform int) +0:188 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:188 Constant: 0:188 8 (const uint) 0:189 move second child to first child ( temp int) 0:189 'out_i1' ( temp int) 0:189 imageAtomicOr ( temp int) 0:189 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:189 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:189 i2: direct index for structure ( uniform 2-component vector of int) +0:189 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:189 Constant: 0:189 6 (const uint) -0:189 i1: direct index for structure (layout( offset=36) uniform int) -0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:189 i1: direct index for structure ( uniform int) +0:189 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:189 Constant: 0:189 5 (const uint) 0:190 imageAtomicXor ( temp int) 0:190 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:190 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:190 i2: direct index for structure ( uniform 2-component vector of int) +0:190 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:190 Constant: 0:190 6 (const uint) -0:190 i1b: direct index for structure (layout( offset=60) uniform int) -0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:190 i1b: direct index for structure ( uniform int) +0:190 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:190 Constant: 0:190 8 (const uint) 0:191 move second child to first child ( temp int) 0:191 'out_i1' ( temp int) 0:191 imageAtomicXor ( temp int) 0:191 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:191 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:191 i2: direct index for structure ( uniform 2-component vector of int) +0:191 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:191 Constant: 0:191 6 (const uint) -0:191 i1: direct index for structure (layout( offset=36) uniform int) -0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:191 i1: direct index for structure ( uniform int) +0:191 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:191 Constant: 0:191 5 (const uint) 0:194 imageAtomicAdd ( temp uint) 0:194 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:194 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:194 u2: direct index for structure ( uniform 2-component vector of uint) +0:194 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:194 Constant: 0:194 1 (const uint) -0:194 u1: direct index for structure (layout( offset=0) uniform uint) -0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:194 u1: direct index for structure ( uniform uint) +0:194 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:194 Constant: 0:194 0 (const uint) 0:195 move second child to first child ( temp uint) 0:195 'out_u1' ( temp uint) 0:195 imageAtomicAdd ( temp uint) 0:195 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:195 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:195 u2: direct index for structure ( uniform 2-component vector of uint) +0:195 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:195 Constant: 0:195 1 (const uint) -0:195 u1: direct index for structure (layout( offset=0) uniform uint) -0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:195 u1: direct index for structure ( uniform uint) +0:195 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:195 Constant: 0:195 0 (const uint) 0:196 imageAtomicAnd ( temp uint) 0:196 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:196 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:196 u2: direct index for structure ( uniform 2-component vector of uint) +0:196 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:196 Constant: 0:196 1 (const uint) -0:196 u1: direct index for structure (layout( offset=0) uniform uint) -0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:196 u1: direct index for structure ( uniform uint) +0:196 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:196 Constant: 0:196 0 (const uint) 0:197 move second child to first child ( temp uint) 0:197 'out_u1' ( temp uint) 0:197 imageAtomicAnd ( temp uint) 0:197 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:197 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:197 u2: direct index for structure ( uniform 2-component vector of uint) +0:197 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:197 Constant: 0:197 1 (const uint) -0:197 u1: direct index for structure (layout( offset=0) uniform uint) -0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:197 u1: direct index for structure ( uniform uint) +0:197 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:197 Constant: 0:197 0 (const uint) 0:198 move second child to first child ( temp uint) 0:198 'out_u1' ( temp uint) 0:198 imageAtomicCompSwap ( temp uint) 0:198 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:198 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u2: direct index for structure ( uniform 2-component vector of uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 1 (const uint) -0:198 u1b: direct index for structure (layout( offset=28) uniform uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u1b: direct index for structure ( uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 3 (const uint) -0:198 u1c: direct index for structure (layout( offset=32) uniform uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u1c: direct index for structure ( uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 4 (const uint) 0:199 move second child to first child ( temp uint) 0:199 'out_u1' ( temp uint) 0:199 imageAtomicExchange ( temp uint) 0:199 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:199 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:199 u2: direct index for structure ( uniform 2-component vector of uint) +0:199 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:199 Constant: 0:199 1 (const uint) -0:199 u1: direct index for structure (layout( offset=0) uniform uint) -0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:199 u1: direct index for structure ( uniform uint) +0:199 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:199 Constant: 0:199 0 (const uint) 0:200 imageAtomicMax ( temp uint) 0:200 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:200 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:200 u2: direct index for structure ( uniform 2-component vector of uint) +0:200 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:200 Constant: 0:200 1 (const uint) -0:200 u1: direct index for structure (layout( offset=0) uniform uint) -0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:200 u1: direct index for structure ( uniform uint) +0:200 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:200 Constant: 0:200 0 (const uint) 0:201 move second child to first child ( temp uint) 0:201 'out_u1' ( temp uint) 0:201 imageAtomicMax ( temp uint) 0:201 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:201 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:201 u2: direct index for structure ( uniform 2-component vector of uint) +0:201 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:201 Constant: 0:201 1 (const uint) -0:201 u1: direct index for structure (layout( offset=0) uniform uint) -0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:201 u1: direct index for structure ( uniform uint) +0:201 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:201 Constant: 0:201 0 (const uint) 0:202 imageAtomicMin ( temp uint) 0:202 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:202 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:202 u2: direct index for structure ( uniform 2-component vector of uint) +0:202 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:202 Constant: 0:202 1 (const uint) -0:202 u1: direct index for structure (layout( offset=0) uniform uint) -0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:202 u1: direct index for structure ( uniform uint) +0:202 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:202 Constant: 0:202 0 (const uint) 0:203 move second child to first child ( temp uint) 0:203 'out_u1' ( temp uint) 0:203 imageAtomicMin ( temp uint) 0:203 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:203 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:203 u2: direct index for structure ( uniform 2-component vector of uint) +0:203 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:203 Constant: 0:203 1 (const uint) -0:203 u1: direct index for structure (layout( offset=0) uniform uint) -0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:203 u1: direct index for structure ( uniform uint) +0:203 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:203 Constant: 0:203 0 (const uint) 0:204 imageAtomicOr ( temp uint) 0:204 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:204 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:204 u2: direct index for structure ( uniform 2-component vector of uint) +0:204 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:204 Constant: 0:204 1 (const uint) -0:204 u1: direct index for structure (layout( offset=0) uniform uint) -0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:204 u1: direct index for structure ( uniform uint) +0:204 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:204 Constant: 0:204 0 (const uint) 0:205 move second child to first child ( temp uint) 0:205 'out_u1' ( temp uint) 0:205 imageAtomicOr ( temp uint) 0:205 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:205 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:205 u2: direct index for structure ( uniform 2-component vector of uint) +0:205 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:205 Constant: 0:205 1 (const uint) -0:205 u1: direct index for structure (layout( offset=0) uniform uint) -0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:205 u1: direct index for structure ( uniform uint) +0:205 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:205 Constant: 0:205 0 (const uint) 0:206 imageAtomicXor ( temp uint) 0:206 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:206 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:206 u2: direct index for structure ( uniform 2-component vector of uint) +0:206 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:206 Constant: 0:206 1 (const uint) -0:206 u1: direct index for structure (layout( offset=0) uniform uint) -0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:206 u1: direct index for structure ( uniform uint) +0:206 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:206 Constant: 0:206 0 (const uint) 0:207 move second child to first child ( temp uint) 0:207 'out_u1' ( temp uint) 0:207 imageAtomicXor ( temp uint) 0:207 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:207 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:207 u2: direct index for structure ( uniform 2-component vector of uint) +0:207 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:207 Constant: 0:207 1 (const uint) -0:207 u1: direct index for structure (layout( offset=0) uniform uint) -0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:207 u1: direct index for structure ( uniform uint) +0:207 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:207 Constant: 0:207 0 (const uint) 0:210 imageAtomicAdd ( temp int) 0:210 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:210 i1: direct index for structure (layout( offset=36) uniform int) -0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:210 i1: direct index for structure ( uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:210 Constant: 0:210 5 (const uint) -0:210 i1b: direct index for structure (layout( offset=60) uniform int) -0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:210 i1b: direct index for structure ( uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:210 Constant: 0:210 8 (const uint) 0:211 move second child to first child ( temp int) 0:211 'out_i1' ( temp int) 0:211 imageAtomicAdd ( temp int) 0:211 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:211 i1: direct index for structure (layout( offset=36) uniform int) -0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:211 i1: direct index for structure ( uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) -0:211 i1: direct index for structure (layout( offset=36) uniform int) -0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:211 i1: direct index for structure ( uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) 0:212 imageAtomicAnd ( temp int) 0:212 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:212 i1: direct index for structure (layout( offset=36) uniform int) -0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:212 i1: direct index for structure ( uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:212 Constant: 0:212 5 (const uint) -0:212 i1b: direct index for structure (layout( offset=60) uniform int) -0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:212 i1b: direct index for structure ( uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:212 Constant: 0:212 8 (const uint) 0:213 move second child to first child ( temp int) 0:213 'out_i1' ( temp int) 0:213 imageAtomicAnd ( temp int) 0:213 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:213 i1: direct index for structure (layout( offset=36) uniform int) -0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:213 i1: direct index for structure ( uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) -0:213 i1: direct index for structure (layout( offset=36) uniform int) -0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:213 i1: direct index for structure ( uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) 0:214 move second child to first child ( temp int) 0:214 'out_i1' ( temp int) 0:214 imageAtomicCompSwap ( temp int) 0:214 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:214 i1: direct index for structure (layout( offset=36) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 5 (const uint) -0:214 i1b: direct index for structure (layout( offset=60) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1b: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 8 (const uint) -0:214 i1c: direct index for structure (layout( offset=64) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1c: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 9 (const uint) 0:215 move second child to first child ( temp int) 0:215 'out_i1' ( temp int) 0:215 imageAtomicExchange ( temp int) 0:215 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:215 i1: direct index for structure (layout( offset=36) uniform int) -0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:215 i1: direct index for structure ( uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) -0:215 i1: direct index for structure (layout( offset=36) uniform int) -0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:215 i1: direct index for structure ( uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) 0:216 imageAtomicMax ( temp int) 0:216 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:216 i1: direct index for structure (layout( offset=36) uniform int) -0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:216 i1: direct index for structure ( uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:216 Constant: 0:216 5 (const uint) -0:216 i1b: direct index for structure (layout( offset=60) uniform int) -0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:216 i1b: direct index for structure ( uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:216 Constant: 0:216 8 (const uint) 0:217 move second child to first child ( temp int) 0:217 'out_i1' ( temp int) 0:217 imageAtomicMax ( temp int) 0:217 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:217 i1: direct index for structure (layout( offset=36) uniform int) -0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:217 i1: direct index for structure ( uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) -0:217 i1: direct index for structure (layout( offset=36) uniform int) -0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:217 i1: direct index for structure ( uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) 0:218 imageAtomicMin ( temp int) 0:218 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:218 i1: direct index for structure (layout( offset=36) uniform int) -0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:218 i1: direct index for structure ( uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:218 Constant: 0:218 5 (const uint) -0:218 i1b: direct index for structure (layout( offset=60) uniform int) -0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:218 i1b: direct index for structure ( uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:218 Constant: 0:218 8 (const uint) 0:219 move second child to first child ( temp int) 0:219 'out_i1' ( temp int) 0:219 imageAtomicMin ( temp int) 0:219 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:219 i1: direct index for structure (layout( offset=36) uniform int) -0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:219 i1: direct index for structure ( uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) -0:219 i1: direct index for structure (layout( offset=36) uniform int) -0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:219 i1: direct index for structure ( uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) 0:220 imageAtomicOr ( temp int) 0:220 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:220 i1: direct index for structure (layout( offset=36) uniform int) -0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:220 i1: direct index for structure ( uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:220 Constant: 0:220 5 (const uint) -0:220 i1b: direct index for structure (layout( offset=60) uniform int) -0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:220 i1b: direct index for structure ( uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:220 Constant: 0:220 8 (const uint) 0:221 move second child to first child ( temp int) 0:221 'out_i1' ( temp int) 0:221 imageAtomicOr ( temp int) 0:221 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:221 i1: direct index for structure (layout( offset=36) uniform int) -0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:221 i1: direct index for structure ( uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) -0:221 i1: direct index for structure (layout( offset=36) uniform int) -0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:221 i1: direct index for structure ( uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) 0:222 imageAtomicXor ( temp int) 0:222 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:222 i1: direct index for structure (layout( offset=36) uniform int) -0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:222 i1: direct index for structure ( uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:222 Constant: 0:222 5 (const uint) -0:222 i1b: direct index for structure (layout( offset=60) uniform int) -0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:222 i1b: direct index for structure ( uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:222 Constant: 0:222 8 (const uint) 0:223 move second child to first child ( temp int) 0:223 'out_i1' ( temp int) 0:223 imageAtomicXor ( temp int) 0:223 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:223 i1: direct index for structure (layout( offset=36) uniform int) -0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:223 i1: direct index for structure ( uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) -0:223 i1: direct index for structure (layout( offset=36) uniform int) -0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:223 i1: direct index for structure ( uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) 0:226 imageAtomicAdd ( temp uint) 0:226 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:226 u1: direct index for structure (layout( offset=0) uniform uint) -0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:226 u1: direct index for structure ( uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) -0:226 u1: direct index for structure (layout( offset=0) uniform uint) -0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:226 u1: direct index for structure ( uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) 0:227 move second child to first child ( temp uint) 0:227 'out_u1' ( temp uint) 0:227 imageAtomicAdd ( temp uint) 0:227 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:227 u1: direct index for structure (layout( offset=0) uniform uint) -0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:227 u1: direct index for structure ( uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) -0:227 u1: direct index for structure (layout( offset=0) uniform uint) -0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:227 u1: direct index for structure ( uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) 0:228 imageAtomicAnd ( temp uint) 0:228 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:228 u1: direct index for structure (layout( offset=0) uniform uint) -0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:228 u1: direct index for structure ( uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) -0:228 u1: direct index for structure (layout( offset=0) uniform uint) -0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:228 u1: direct index for structure ( uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) 0:229 move second child to first child ( temp uint) 0:229 'out_u1' ( temp uint) 0:229 imageAtomicAnd ( temp uint) 0:229 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:229 u1: direct index for structure (layout( offset=0) uniform uint) -0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:229 u1: direct index for structure ( uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) -0:229 u1: direct index for structure (layout( offset=0) uniform uint) -0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:229 u1: direct index for structure ( uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) 0:230 move second child to first child ( temp uint) 0:230 'out_u1' ( temp uint) 0:230 imageAtomicCompSwap ( temp uint) 0:230 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:230 u1: direct index for structure (layout( offset=0) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 0 (const uint) -0:230 u1b: direct index for structure (layout( offset=28) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1b: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 3 (const uint) -0:230 u1c: direct index for structure (layout( offset=32) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1c: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 4 (const uint) 0:231 move second child to first child ( temp uint) 0:231 'out_u1' ( temp uint) 0:231 imageAtomicExchange ( temp uint) 0:231 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:231 u1: direct index for structure (layout( offset=0) uniform uint) -0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:231 u1: direct index for structure ( uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) -0:231 u1: direct index for structure (layout( offset=0) uniform uint) -0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:231 u1: direct index for structure ( uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) 0:232 imageAtomicMax ( temp uint) 0:232 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:232 u1: direct index for structure (layout( offset=0) uniform uint) -0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:232 u1: direct index for structure ( uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) -0:232 u1: direct index for structure (layout( offset=0) uniform uint) -0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:232 u1: direct index for structure ( uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) 0:233 move second child to first child ( temp uint) 0:233 'out_u1' ( temp uint) 0:233 imageAtomicMax ( temp uint) 0:233 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:233 u1: direct index for structure (layout( offset=0) uniform uint) -0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:233 u1: direct index for structure ( uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) -0:233 u1: direct index for structure (layout( offset=0) uniform uint) -0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:233 u1: direct index for structure ( uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) 0:234 imageAtomicMin ( temp uint) 0:234 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:234 u1: direct index for structure (layout( offset=0) uniform uint) -0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:234 u1: direct index for structure ( uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) -0:234 u1: direct index for structure (layout( offset=0) uniform uint) -0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:234 u1: direct index for structure ( uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) 0:235 move second child to first child ( temp uint) 0:235 'out_u1' ( temp uint) 0:235 imageAtomicMin ( temp uint) 0:235 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:235 u1: direct index for structure (layout( offset=0) uniform uint) -0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:235 u1: direct index for structure ( uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) -0:235 u1: direct index for structure (layout( offset=0) uniform uint) -0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:235 u1: direct index for structure ( uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) 0:236 imageAtomicOr ( temp uint) 0:236 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:236 u1: direct index for structure (layout( offset=0) uniform uint) -0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:236 u1: direct index for structure ( uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) -0:236 u1: direct index for structure (layout( offset=0) uniform uint) -0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:236 u1: direct index for structure ( uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) 0:237 move second child to first child ( temp uint) 0:237 'out_u1' ( temp uint) 0:237 imageAtomicOr ( temp uint) 0:237 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:237 u1: direct index for structure (layout( offset=0) uniform uint) -0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:237 u1: direct index for structure ( uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) -0:237 u1: direct index for structure (layout( offset=0) uniform uint) -0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:237 u1: direct index for structure ( uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) 0:238 imageAtomicXor ( temp uint) 0:238 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:238 u1: direct index for structure (layout( offset=0) uniform uint) -0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:238 u1: direct index for structure ( uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) -0:238 u1: direct index for structure (layout( offset=0) uniform uint) -0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:238 u1: direct index for structure ( uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) 0:239 move second child to first child ( temp uint) 0:239 'out_u1' ( temp uint) 0:239 imageAtomicXor ( temp uint) 0:239 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:239 u1: direct index for structure (layout( offset=0) uniform uint) -0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:239 u1: direct index for structure ( uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) -0:239 u1: direct index for structure (layout( offset=0) uniform uint) -0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:239 u1: direct index for structure ( uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) 0:242 move second child to first child ( temp 4-component vector of float) @@ -1967,8 +1967,8 @@ gl_FragCoord origin is upper left 0:? 'g_tBuffF' (layout( r32f) uniform imageBuffer) 0:? 'g_tBuffI' (layout( r32i) uniform iimageBuffer) 0:? 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) Linked fragment stage: @@ -1982,1922 +1982,1922 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 imageAtomicAdd ( temp int) 0:50 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:50 i1: direct index for structure (layout( offset=36) uniform int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:50 i1: direct index for structure ( uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:50 Constant: 0:50 5 (const uint) -0:50 i1b: direct index for structure (layout( offset=60) uniform int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:50 i1b: direct index for structure ( uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:50 Constant: 0:50 8 (const uint) 0:51 move second child to first child ( temp int) 0:51 'out_i1' ( temp int) 0:51 imageAtomicAdd ( temp int) 0:51 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:51 i1: direct index for structure (layout( offset=36) uniform int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:51 i1: direct index for structure ( uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) -0:51 i1: direct index for structure (layout( offset=36) uniform int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:51 i1: direct index for structure ( uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:51 Constant: 0:51 5 (const uint) 0:52 imageAtomicAnd ( temp int) 0:52 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:52 i1: direct index for structure (layout( offset=36) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:52 i1: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:52 Constant: 0:52 5 (const uint) -0:52 i1b: direct index for structure (layout( offset=60) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:52 i1b: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:52 Constant: 0:52 8 (const uint) 0:53 move second child to first child ( temp int) 0:53 'out_i1' ( temp int) 0:53 imageAtomicAnd ( temp int) 0:53 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:53 i1: direct index for structure (layout( offset=36) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:53 i1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) -0:53 i1: direct index for structure (layout( offset=36) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:53 i1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:53 Constant: 0:53 5 (const uint) 0:54 move second child to first child ( temp int) 0:54 'out_i1' ( temp int) 0:54 imageAtomicCompSwap ( temp int) 0:54 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:54 i1: direct index for structure (layout( offset=36) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 5 (const uint) -0:54 i1b: direct index for structure (layout( offset=60) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1b: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 8 (const uint) -0:54 i1c: direct index for structure (layout( offset=64) uniform int) -0:54 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:54 i1c: direct index for structure ( uniform int) +0:54 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:54 Constant: 0:54 9 (const uint) 0:55 move second child to first child ( temp int) 0:55 'out_i1' ( temp int) 0:55 imageAtomicExchange ( temp int) 0:55 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:55 i1: direct index for structure (layout( offset=36) uniform int) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:55 i1: direct index for structure ( uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) -0:55 i1: direct index for structure (layout( offset=36) uniform int) -0:55 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:55 i1: direct index for structure ( uniform int) +0:55 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:55 Constant: 0:55 5 (const uint) 0:56 imageAtomicMax ( temp int) 0:56 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:56 i1: direct index for structure (layout( offset=36) uniform int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:56 i1: direct index for structure ( uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:56 Constant: 0:56 5 (const uint) -0:56 i1b: direct index for structure (layout( offset=60) uniform int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:56 i1b: direct index for structure ( uniform int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:56 Constant: 0:56 8 (const uint) 0:57 move second child to first child ( temp int) 0:57 'out_i1' ( temp int) 0:57 imageAtomicMax ( temp int) 0:57 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:57 i1: direct index for structure (layout( offset=36) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:57 i1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) -0:57 i1: direct index for structure (layout( offset=36) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:57 i1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:57 Constant: 0:57 5 (const uint) 0:58 imageAtomicMin ( temp int) 0:58 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:58 i1: direct index for structure (layout( offset=36) uniform int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:58 i1: direct index for structure ( uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:58 Constant: 0:58 5 (const uint) -0:58 i1b: direct index for structure (layout( offset=60) uniform int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:58 i1b: direct index for structure ( uniform int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:58 Constant: 0:58 8 (const uint) 0:59 move second child to first child ( temp int) 0:59 'out_i1' ( temp int) 0:59 imageAtomicMin ( temp int) 0:59 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:59 i1: direct index for structure (layout( offset=36) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:59 i1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) -0:59 i1: direct index for structure (layout( offset=36) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:59 i1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:59 Constant: 0:59 5 (const uint) 0:60 imageAtomicOr ( temp int) 0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:60 i1: direct index for structure (layout( offset=36) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:60 i1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:60 Constant: 0:60 5 (const uint) -0:60 i1b: direct index for structure (layout( offset=60) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:60 i1b: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:60 Constant: 0:60 8 (const uint) 0:61 move second child to first child ( temp int) 0:61 'out_i1' ( temp int) 0:61 imageAtomicOr ( temp int) 0:61 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:61 i1: direct index for structure (layout( offset=36) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:61 i1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) -0:61 i1: direct index for structure (layout( offset=36) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:61 i1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:61 Constant: 0:61 5 (const uint) 0:62 imageAtomicXor ( temp int) 0:62 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:62 i1: direct index for structure (layout( offset=36) uniform int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:62 i1: direct index for structure ( uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:62 Constant: 0:62 5 (const uint) -0:62 i1b: direct index for structure (layout( offset=60) uniform int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:62 i1b: direct index for structure ( uniform int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:62 Constant: 0:62 8 (const uint) 0:63 move second child to first child ( temp int) 0:63 'out_i1' ( temp int) 0:63 imageAtomicXor ( temp int) 0:63 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:63 i1: direct index for structure (layout( offset=36) uniform int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:63 i1: direct index for structure ( uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) -0:63 i1: direct index for structure (layout( offset=36) uniform int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:63 i1: direct index for structure ( uniform int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:63 Constant: 0:63 5 (const uint) 0:66 imageAtomicAdd ( temp uint) 0:66 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:66 u1: direct index for structure (layout( offset=0) uniform uint) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:66 u1: direct index for structure ( uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) -0:66 u1: direct index for structure (layout( offset=0) uniform uint) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:66 u1: direct index for structure ( uniform uint) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:66 Constant: 0:66 0 (const uint) 0:67 move second child to first child ( temp uint) 0:67 'out_u1' ( temp uint) 0:67 imageAtomicAdd ( temp uint) 0:67 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:67 u1: direct index for structure (layout( offset=0) uniform uint) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:67 u1: direct index for structure ( uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) -0:67 u1: direct index for structure (layout( offset=0) uniform uint) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:67 u1: direct index for structure ( uniform uint) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:67 Constant: 0:67 0 (const uint) 0:68 imageAtomicAnd ( temp uint) 0:68 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:68 u1: direct index for structure (layout( offset=0) uniform uint) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:68 u1: direct index for structure ( uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) -0:68 u1: direct index for structure (layout( offset=0) uniform uint) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:68 u1: direct index for structure ( uniform uint) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:68 Constant: 0:68 0 (const uint) 0:69 move second child to first child ( temp uint) 0:69 'out_u1' ( temp uint) 0:69 imageAtomicAnd ( temp uint) 0:69 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:69 u1: direct index for structure (layout( offset=0) uniform uint) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:69 u1: direct index for structure ( uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) -0:69 u1: direct index for structure (layout( offset=0) uniform uint) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:69 u1: direct index for structure ( uniform uint) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:69 Constant: 0:69 0 (const uint) 0:70 move second child to first child ( temp uint) 0:70 'out_u1' ( temp uint) 0:70 imageAtomicCompSwap ( temp uint) 0:70 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:70 u1: direct index for structure (layout( offset=0) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 0 (const uint) -0:70 u1b: direct index for structure (layout( offset=28) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1b: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 3 (const uint) -0:70 u1c: direct index for structure (layout( offset=32) uniform uint) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:70 u1c: direct index for structure ( uniform uint) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:70 Constant: 0:70 4 (const uint) 0:71 move second child to first child ( temp uint) 0:71 'out_u1' ( temp uint) 0:71 imageAtomicExchange ( temp uint) 0:71 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:71 u1: direct index for structure (layout( offset=0) uniform uint) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:71 u1: direct index for structure ( uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) -0:71 u1: direct index for structure (layout( offset=0) uniform uint) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:71 u1: direct index for structure ( uniform uint) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:71 Constant: 0:71 0 (const uint) 0:72 imageAtomicMax ( temp uint) 0:72 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:72 u1: direct index for structure (layout( offset=0) uniform uint) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:72 u1: direct index for structure ( uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) -0:72 u1: direct index for structure (layout( offset=0) uniform uint) -0:72 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:72 u1: direct index for structure ( uniform uint) +0:72 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:72 Constant: 0:72 0 (const uint) 0:73 move second child to first child ( temp uint) 0:73 'out_u1' ( temp uint) 0:73 imageAtomicMax ( temp uint) 0:73 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:73 u1: direct index for structure (layout( offset=0) uniform uint) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:73 u1: direct index for structure ( uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) -0:73 u1: direct index for structure (layout( offset=0) uniform uint) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:73 u1: direct index for structure ( uniform uint) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:73 Constant: 0:73 0 (const uint) 0:74 imageAtomicMin ( temp uint) 0:74 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:74 u1: direct index for structure (layout( offset=0) uniform uint) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:74 u1: direct index for structure ( uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) -0:74 u1: direct index for structure (layout( offset=0) uniform uint) -0:74 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:74 u1: direct index for structure ( uniform uint) +0:74 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:74 Constant: 0:74 0 (const uint) 0:75 move second child to first child ( temp uint) 0:75 'out_u1' ( temp uint) 0:75 imageAtomicMin ( temp uint) 0:75 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:75 u1: direct index for structure (layout( offset=0) uniform uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:75 u1: direct index for structure ( uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) -0:75 u1: direct index for structure (layout( offset=0) uniform uint) -0:75 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:75 u1: direct index for structure ( uniform uint) +0:75 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:75 Constant: 0:75 0 (const uint) 0:76 imageAtomicOr ( temp uint) 0:76 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:76 u1: direct index for structure (layout( offset=0) uniform uint) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:76 u1: direct index for structure ( uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) -0:76 u1: direct index for structure (layout( offset=0) uniform uint) -0:76 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:76 u1: direct index for structure ( uniform uint) +0:76 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:76 Constant: 0:76 0 (const uint) 0:77 move second child to first child ( temp uint) 0:77 'out_u1' ( temp uint) 0:77 imageAtomicOr ( temp uint) 0:77 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:77 u1: direct index for structure (layout( offset=0) uniform uint) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:77 u1: direct index for structure ( uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) -0:77 u1: direct index for structure (layout( offset=0) uniform uint) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:77 u1: direct index for structure ( uniform uint) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:77 Constant: 0:77 0 (const uint) 0:78 imageAtomicXor ( temp uint) 0:78 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:78 u1: direct index for structure (layout( offset=0) uniform uint) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:78 u1: direct index for structure ( uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) -0:78 u1: direct index for structure (layout( offset=0) uniform uint) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:78 u1: direct index for structure ( uniform uint) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:78 Constant: 0:78 0 (const uint) 0:79 move second child to first child ( temp uint) 0:79 'out_u1' ( temp uint) 0:79 imageAtomicXor ( temp uint) 0:79 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:79 u1: direct index for structure (layout( offset=0) uniform uint) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:79 u1: direct index for structure ( uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) -0:79 u1: direct index for structure (layout( offset=0) uniform uint) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:79 u1: direct index for structure ( uniform uint) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:79 Constant: 0:79 0 (const uint) 0:82 imageAtomicAdd ( temp int) 0:82 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:82 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:82 i2: direct index for structure ( uniform 2-component vector of int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:82 Constant: 0:82 6 (const uint) -0:82 i1b: direct index for structure (layout( offset=60) uniform int) -0:82 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:82 i1b: direct index for structure ( uniform int) +0:82 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:82 Constant: 0:82 8 (const uint) 0:83 move second child to first child ( temp int) 0:83 'out_i1' ( temp int) 0:83 imageAtomicAdd ( temp int) 0:83 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:83 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:83 i2: direct index for structure ( uniform 2-component vector of int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:83 Constant: 0:83 6 (const uint) -0:83 i1: direct index for structure (layout( offset=36) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:83 i1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:83 Constant: 0:83 5 (const uint) 0:84 imageAtomicAnd ( temp int) 0:84 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:84 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:84 i2: direct index for structure ( uniform 2-component vector of int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:84 Constant: 0:84 6 (const uint) -0:84 i1b: direct index for structure (layout( offset=60) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:84 i1b: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:84 Constant: 0:84 8 (const uint) 0:85 move second child to first child ( temp int) 0:85 'out_i1' ( temp int) 0:85 imageAtomicAnd ( temp int) 0:85 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:85 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:85 i2: direct index for structure ( uniform 2-component vector of int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:85 Constant: 0:85 6 (const uint) -0:85 i1: direct index for structure (layout( offset=36) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:85 i1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:85 Constant: 0:85 5 (const uint) 0:86 move second child to first child ( temp int) 0:86 'out_i1' ( temp int) 0:86 imageAtomicCompSwap ( temp int) 0:86 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:86 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i2: direct index for structure ( uniform 2-component vector of int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 6 (const uint) -0:86 i1b: direct index for structure (layout( offset=60) uniform int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i1b: direct index for structure ( uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 8 (const uint) -0:86 i1c: direct index for structure (layout( offset=64) uniform int) -0:86 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:86 i1c: direct index for structure ( uniform int) +0:86 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:86 Constant: 0:86 9 (const uint) 0:87 move second child to first child ( temp int) 0:87 'out_i1' ( temp int) 0:87 imageAtomicExchange ( temp int) 0:87 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:87 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:87 i2: direct index for structure ( uniform 2-component vector of int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:87 Constant: 0:87 6 (const uint) -0:87 i1: direct index for structure (layout( offset=36) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:87 i1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:87 Constant: 0:87 5 (const uint) 0:88 imageAtomicMax ( temp int) 0:88 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:88 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:88 i2: direct index for structure ( uniform 2-component vector of int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:88 Constant: 0:88 6 (const uint) -0:88 i1b: direct index for structure (layout( offset=60) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:88 i1b: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:88 Constant: 0:88 8 (const uint) 0:89 move second child to first child ( temp int) 0:89 'out_i1' ( temp int) 0:89 imageAtomicMax ( temp int) 0:89 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:89 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:89 i2: direct index for structure ( uniform 2-component vector of int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:89 Constant: 0:89 6 (const uint) -0:89 i1: direct index for structure (layout( offset=36) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:89 i1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:89 Constant: 0:89 5 (const uint) 0:90 imageAtomicMin ( temp int) 0:90 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:90 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:90 i2: direct index for structure ( uniform 2-component vector of int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:90 Constant: 0:90 6 (const uint) -0:90 i1b: direct index for structure (layout( offset=60) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:90 i1b: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:90 Constant: 0:90 8 (const uint) 0:91 move second child to first child ( temp int) 0:91 'out_i1' ( temp int) 0:91 imageAtomicMin ( temp int) 0:91 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:91 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:91 i2: direct index for structure ( uniform 2-component vector of int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:91 Constant: 0:91 6 (const uint) -0:91 i1: direct index for structure (layout( offset=36) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:91 i1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:91 Constant: 0:91 5 (const uint) 0:92 imageAtomicOr ( temp int) 0:92 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:92 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:92 i2: direct index for structure ( uniform 2-component vector of int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:92 Constant: 0:92 6 (const uint) -0:92 i1b: direct index for structure (layout( offset=60) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:92 i1b: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:92 Constant: 0:92 8 (const uint) 0:93 move second child to first child ( temp int) 0:93 'out_i1' ( temp int) 0:93 imageAtomicOr ( temp int) 0:93 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:93 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:93 i2: direct index for structure ( uniform 2-component vector of int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:93 Constant: 0:93 6 (const uint) -0:93 i1: direct index for structure (layout( offset=36) uniform int) -0:93 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:93 i1: direct index for structure ( uniform int) +0:93 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:93 Constant: 0:93 5 (const uint) 0:94 imageAtomicXor ( temp int) 0:94 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:94 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:94 i2: direct index for structure ( uniform 2-component vector of int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:94 Constant: 0:94 6 (const uint) -0:94 i1b: direct index for structure (layout( offset=60) uniform int) -0:94 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:94 i1b: direct index for structure ( uniform int) +0:94 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:94 Constant: 0:94 8 (const uint) 0:95 move second child to first child ( temp int) 0:95 'out_i1' ( temp int) 0:95 imageAtomicXor ( temp int) 0:95 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:95 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:95 i2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:95 Constant: 0:95 6 (const uint) -0:95 i1: direct index for structure (layout( offset=36) uniform int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:95 i1: direct index for structure ( uniform int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:95 Constant: 0:95 5 (const uint) 0:98 imageAtomicAdd ( temp uint) 0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:98 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:98 u2: direct index for structure ( uniform 2-component vector of uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:98 Constant: 0:98 1 (const uint) -0:98 u1: direct index for structure (layout( offset=0) uniform uint) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:98 u1: direct index for structure ( uniform uint) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:98 Constant: 0:98 0 (const uint) 0:99 move second child to first child ( temp uint) 0:99 'out_u1' ( temp uint) 0:99 imageAtomicAdd ( temp uint) 0:99 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:99 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:99 u2: direct index for structure ( uniform 2-component vector of uint) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:99 Constant: 0:99 1 (const uint) -0:99 u1: direct index for structure (layout( offset=0) uniform uint) -0:99 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:99 u1: direct index for structure ( uniform uint) +0:99 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:99 Constant: 0:99 0 (const uint) 0:100 imageAtomicAnd ( temp uint) 0:100 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:100 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:100 u2: direct index for structure ( uniform 2-component vector of uint) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:100 Constant: 0:100 1 (const uint) -0:100 u1: direct index for structure (layout( offset=0) uniform uint) -0:100 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:100 u1: direct index for structure ( uniform uint) +0:100 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:100 Constant: 0:100 0 (const uint) 0:101 move second child to first child ( temp uint) 0:101 'out_u1' ( temp uint) 0:101 imageAtomicAnd ( temp uint) 0:101 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:101 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:101 u2: direct index for structure ( uniform 2-component vector of uint) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:101 Constant: 0:101 1 (const uint) -0:101 u1: direct index for structure (layout( offset=0) uniform uint) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:101 u1: direct index for structure ( uniform uint) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:101 Constant: 0:101 0 (const uint) 0:102 move second child to first child ( temp uint) 0:102 'out_u1' ( temp uint) 0:102 imageAtomicCompSwap ( temp uint) 0:102 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:102 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u2: direct index for structure ( uniform 2-component vector of uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 1 (const uint) -0:102 u1b: direct index for structure (layout( offset=28) uniform uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u1b: direct index for structure ( uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 3 (const uint) -0:102 u1c: direct index for structure (layout( offset=32) uniform uint) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:102 u1c: direct index for structure ( uniform uint) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:102 Constant: 0:102 4 (const uint) 0:103 move second child to first child ( temp uint) 0:103 'out_u1' ( temp uint) 0:103 imageAtomicExchange ( temp uint) 0:103 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:103 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:103 u2: direct index for structure ( uniform 2-component vector of uint) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:103 Constant: 0:103 1 (const uint) -0:103 u1: direct index for structure (layout( offset=0) uniform uint) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:103 u1: direct index for structure ( uniform uint) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:103 Constant: 0:103 0 (const uint) 0:104 imageAtomicMax ( temp uint) 0:104 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:104 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:104 u2: direct index for structure ( uniform 2-component vector of uint) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:104 Constant: 0:104 1 (const uint) -0:104 u1: direct index for structure (layout( offset=0) uniform uint) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:104 u1: direct index for structure ( uniform uint) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:104 Constant: 0:104 0 (const uint) 0:105 move second child to first child ( temp uint) 0:105 'out_u1' ( temp uint) 0:105 imageAtomicMax ( temp uint) 0:105 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:105 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:105 u2: direct index for structure ( uniform 2-component vector of uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:105 Constant: 0:105 1 (const uint) -0:105 u1: direct index for structure (layout( offset=0) uniform uint) -0:105 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:105 u1: direct index for structure ( uniform uint) +0:105 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:105 Constant: 0:105 0 (const uint) 0:106 imageAtomicMin ( temp uint) 0:106 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:106 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:106 u2: direct index for structure ( uniform 2-component vector of uint) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:106 Constant: 0:106 1 (const uint) -0:106 u1: direct index for structure (layout( offset=0) uniform uint) -0:106 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:106 u1: direct index for structure ( uniform uint) +0:106 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:106 Constant: 0:106 0 (const uint) 0:107 move second child to first child ( temp uint) 0:107 'out_u1' ( temp uint) 0:107 imageAtomicMin ( temp uint) 0:107 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:107 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:107 u2: direct index for structure ( uniform 2-component vector of uint) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:107 Constant: 0:107 1 (const uint) -0:107 u1: direct index for structure (layout( offset=0) uniform uint) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:107 u1: direct index for structure ( uniform uint) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:107 Constant: 0:107 0 (const uint) 0:108 imageAtomicOr ( temp uint) 0:108 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:108 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:108 u2: direct index for structure ( uniform 2-component vector of uint) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:108 Constant: 0:108 1 (const uint) -0:108 u1: direct index for structure (layout( offset=0) uniform uint) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:108 u1: direct index for structure ( uniform uint) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:108 Constant: 0:108 0 (const uint) 0:109 move second child to first child ( temp uint) 0:109 'out_u1' ( temp uint) 0:109 imageAtomicOr ( temp uint) 0:109 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:109 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:109 u2: direct index for structure ( uniform 2-component vector of uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:109 Constant: 0:109 1 (const uint) -0:109 u1: direct index for structure (layout( offset=0) uniform uint) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:109 u1: direct index for structure ( uniform uint) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:109 Constant: 0:109 0 (const uint) 0:110 imageAtomicXor ( temp uint) 0:110 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:110 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:110 u2: direct index for structure ( uniform 2-component vector of uint) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:110 Constant: 0:110 1 (const uint) -0:110 u1: direct index for structure (layout( offset=0) uniform uint) -0:110 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:110 u1: direct index for structure ( uniform uint) +0:110 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:110 Constant: 0:110 0 (const uint) 0:111 move second child to first child ( temp uint) 0:111 'out_u1' ( temp uint) 0:111 imageAtomicXor ( temp uint) 0:111 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:111 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:111 u2: direct index for structure ( uniform 2-component vector of uint) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:111 Constant: 0:111 1 (const uint) -0:111 u1: direct index for structure (layout( offset=0) uniform uint) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:111 u1: direct index for structure ( uniform uint) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:111 Constant: 0:111 0 (const uint) 0:114 imageAtomicAdd ( temp int) 0:114 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:114 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:114 i3: direct index for structure ( uniform 3-component vector of int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:114 Constant: 0:114 7 (const uint) -0:114 i1b: direct index for structure (layout( offset=60) uniform int) -0:114 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:114 i1b: direct index for structure ( uniform int) +0:114 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:114 Constant: 0:114 8 (const uint) 0:115 move second child to first child ( temp int) 0:115 'out_i1' ( temp int) 0:115 imageAtomicAdd ( temp int) 0:115 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:115 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:115 i3: direct index for structure ( uniform 3-component vector of int) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:115 Constant: 0:115 7 (const uint) -0:115 i1: direct index for structure (layout( offset=36) uniform int) -0:115 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:115 i1: direct index for structure ( uniform int) +0:115 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:115 Constant: 0:115 5 (const uint) 0:116 imageAtomicAnd ( temp int) 0:116 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:116 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:116 i3: direct index for structure ( uniform 3-component vector of int) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:116 Constant: 0:116 7 (const uint) -0:116 i1b: direct index for structure (layout( offset=60) uniform int) -0:116 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:116 i1b: direct index for structure ( uniform int) +0:116 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:116 Constant: 0:116 8 (const uint) 0:117 move second child to first child ( temp int) 0:117 'out_i1' ( temp int) 0:117 imageAtomicAnd ( temp int) 0:117 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:117 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:117 i3: direct index for structure ( uniform 3-component vector of int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:117 Constant: 0:117 7 (const uint) -0:117 i1: direct index for structure (layout( offset=36) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:117 i1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:117 Constant: 0:117 5 (const uint) 0:118 move second child to first child ( temp int) 0:118 'out_i1' ( temp int) 0:118 imageAtomicCompSwap ( temp int) 0:118 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:118 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i3: direct index for structure ( uniform 3-component vector of int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 7 (const uint) -0:118 i1b: direct index for structure (layout( offset=60) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i1b: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 8 (const uint) -0:118 i1c: direct index for structure (layout( offset=64) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:118 i1c: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:118 Constant: 0:118 9 (const uint) 0:119 move second child to first child ( temp int) 0:119 'out_i1' ( temp int) 0:119 imageAtomicExchange ( temp int) 0:119 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:119 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:119 i3: direct index for structure ( uniform 3-component vector of int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:119 Constant: 0:119 7 (const uint) -0:119 i1: direct index for structure (layout( offset=36) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:119 i1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:119 Constant: 0:119 5 (const uint) 0:120 imageAtomicMax ( temp int) 0:120 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:120 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:120 i3: direct index for structure ( uniform 3-component vector of int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:120 Constant: 0:120 7 (const uint) -0:120 i1b: direct index for structure (layout( offset=60) uniform int) -0:120 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:120 i1b: direct index for structure ( uniform int) +0:120 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:120 Constant: 0:120 8 (const uint) 0:121 move second child to first child ( temp int) 0:121 'out_i1' ( temp int) 0:121 imageAtomicMax ( temp int) 0:121 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:121 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:121 i3: direct index for structure ( uniform 3-component vector of int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:121 Constant: 0:121 7 (const uint) -0:121 i1: direct index for structure (layout( offset=36) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:121 i1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:121 Constant: 0:121 5 (const uint) 0:122 imageAtomicMin ( temp int) 0:122 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:122 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:122 i3: direct index for structure ( uniform 3-component vector of int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:122 Constant: 0:122 7 (const uint) -0:122 i1b: direct index for structure (layout( offset=60) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:122 i1b: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:122 Constant: 0:122 8 (const uint) 0:123 move second child to first child ( temp int) 0:123 'out_i1' ( temp int) 0:123 imageAtomicMin ( temp int) 0:123 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:123 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:123 i3: direct index for structure ( uniform 3-component vector of int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:123 Constant: 0:123 7 (const uint) -0:123 i1: direct index for structure (layout( offset=36) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:123 i1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:123 Constant: 0:123 5 (const uint) 0:124 imageAtomicOr ( temp int) 0:124 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:124 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:124 i3: direct index for structure ( uniform 3-component vector of int) +0:124 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:124 Constant: 0:124 7 (const uint) -0:124 i1b: direct index for structure (layout( offset=60) uniform int) -0:124 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:124 i1b: direct index for structure ( uniform int) +0:124 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:124 Constant: 0:124 8 (const uint) 0:125 move second child to first child ( temp int) 0:125 'out_i1' ( temp int) 0:125 imageAtomicOr ( temp int) 0:125 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:125 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:125 i3: direct index for structure ( uniform 3-component vector of int) +0:125 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:125 Constant: 0:125 7 (const uint) -0:125 i1: direct index for structure (layout( offset=36) uniform int) -0:125 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:125 i1: direct index for structure ( uniform int) +0:125 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:125 Constant: 0:125 5 (const uint) 0:126 imageAtomicXor ( temp int) 0:126 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:126 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:126 i3: direct index for structure ( uniform 3-component vector of int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:126 Constant: 0:126 7 (const uint) -0:126 i1b: direct index for structure (layout( offset=60) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:126 i1b: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:126 Constant: 0:126 8 (const uint) 0:127 move second child to first child ( temp int) 0:127 'out_i1' ( temp int) 0:127 imageAtomicXor ( temp int) 0:127 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:127 i3: direct index for structure (layout( offset=48) uniform 3-component vector of int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:127 i3: direct index for structure ( uniform 3-component vector of int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:127 Constant: 0:127 7 (const uint) -0:127 i1: direct index for structure (layout( offset=36) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:127 i1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:127 Constant: 0:127 5 (const uint) 0:130 imageAtomicAdd ( temp uint) 0:130 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:130 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:130 u3: direct index for structure ( uniform 3-component vector of uint) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:130 Constant: 0:130 2 (const uint) -0:130 u1: direct index for structure (layout( offset=0) uniform uint) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:130 u1: direct index for structure ( uniform uint) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:130 Constant: 0:130 0 (const uint) 0:131 move second child to first child ( temp uint) 0:131 'out_u1' ( temp uint) 0:131 imageAtomicAdd ( temp uint) 0:131 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:131 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:131 u3: direct index for structure ( uniform 3-component vector of uint) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:131 Constant: 0:131 2 (const uint) -0:131 u1: direct index for structure (layout( offset=0) uniform uint) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:131 u1: direct index for structure ( uniform uint) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:131 Constant: 0:131 0 (const uint) 0:132 imageAtomicAnd ( temp uint) 0:132 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:132 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:132 u3: direct index for structure ( uniform 3-component vector of uint) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:132 Constant: 0:132 2 (const uint) -0:132 u1: direct index for structure (layout( offset=0) uniform uint) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:132 u1: direct index for structure ( uniform uint) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:132 Constant: 0:132 0 (const uint) 0:133 move second child to first child ( temp uint) 0:133 'out_u1' ( temp uint) 0:133 imageAtomicAnd ( temp uint) 0:133 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:133 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:133 u3: direct index for structure ( uniform 3-component vector of uint) +0:133 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:133 Constant: 0:133 2 (const uint) -0:133 u1: direct index for structure (layout( offset=0) uniform uint) -0:133 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:133 u1: direct index for structure ( uniform uint) +0:133 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:133 Constant: 0:133 0 (const uint) 0:134 move second child to first child ( temp uint) 0:134 'out_u1' ( temp uint) 0:134 imageAtomicCompSwap ( temp uint) 0:134 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:134 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u3: direct index for structure ( uniform 3-component vector of uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 2 (const uint) -0:134 u1b: direct index for structure (layout( offset=28) uniform uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u1b: direct index for structure ( uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 3 (const uint) -0:134 u1c: direct index for structure (layout( offset=32) uniform uint) -0:134 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:134 u1c: direct index for structure ( uniform uint) +0:134 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:134 Constant: 0:134 4 (const uint) 0:135 move second child to first child ( temp uint) 0:135 'out_u1' ( temp uint) 0:135 imageAtomicExchange ( temp uint) 0:135 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:135 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:135 u3: direct index for structure ( uniform 3-component vector of uint) +0:135 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:135 Constant: 0:135 2 (const uint) -0:135 u1: direct index for structure (layout( offset=0) uniform uint) -0:135 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:135 u1: direct index for structure ( uniform uint) +0:135 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:135 Constant: 0:135 0 (const uint) 0:136 imageAtomicMax ( temp uint) 0:136 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:136 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:136 u3: direct index for structure ( uniform 3-component vector of uint) +0:136 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:136 Constant: 0:136 2 (const uint) -0:136 u1: direct index for structure (layout( offset=0) uniform uint) -0:136 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:136 u1: direct index for structure ( uniform uint) +0:136 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:136 Constant: 0:136 0 (const uint) 0:137 move second child to first child ( temp uint) 0:137 'out_u1' ( temp uint) 0:137 imageAtomicMax ( temp uint) 0:137 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:137 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:137 u3: direct index for structure ( uniform 3-component vector of uint) +0:137 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:137 Constant: 0:137 2 (const uint) -0:137 u1: direct index for structure (layout( offset=0) uniform uint) -0:137 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:137 u1: direct index for structure ( uniform uint) +0:137 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:137 Constant: 0:137 0 (const uint) 0:138 imageAtomicMin ( temp uint) 0:138 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:138 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:138 u3: direct index for structure ( uniform 3-component vector of uint) +0:138 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:138 Constant: 0:138 2 (const uint) -0:138 u1: direct index for structure (layout( offset=0) uniform uint) -0:138 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:138 u1: direct index for structure ( uniform uint) +0:138 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:138 Constant: 0:138 0 (const uint) 0:139 move second child to first child ( temp uint) 0:139 'out_u1' ( temp uint) 0:139 imageAtomicMin ( temp uint) 0:139 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:139 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:139 u3: direct index for structure ( uniform 3-component vector of uint) +0:139 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:139 Constant: 0:139 2 (const uint) -0:139 u1: direct index for structure (layout( offset=0) uniform uint) -0:139 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:139 u1: direct index for structure ( uniform uint) +0:139 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:139 Constant: 0:139 0 (const uint) 0:140 imageAtomicOr ( temp uint) 0:140 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:140 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:140 u3: direct index for structure ( uniform 3-component vector of uint) +0:140 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:140 Constant: 0:140 2 (const uint) -0:140 u1: direct index for structure (layout( offset=0) uniform uint) -0:140 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:140 u1: direct index for structure ( uniform uint) +0:140 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:140 Constant: 0:140 0 (const uint) 0:141 move second child to first child ( temp uint) 0:141 'out_u1' ( temp uint) 0:141 imageAtomicOr ( temp uint) 0:141 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:141 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:141 u3: direct index for structure ( uniform 3-component vector of uint) +0:141 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:141 Constant: 0:141 2 (const uint) -0:141 u1: direct index for structure (layout( offset=0) uniform uint) -0:141 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:141 u1: direct index for structure ( uniform uint) +0:141 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:141 Constant: 0:141 0 (const uint) 0:142 imageAtomicXor ( temp uint) 0:142 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:142 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:142 u3: direct index for structure ( uniform 3-component vector of uint) +0:142 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:142 Constant: 0:142 2 (const uint) -0:142 u1: direct index for structure (layout( offset=0) uniform uint) -0:142 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:142 u1: direct index for structure ( uniform uint) +0:142 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:142 Constant: 0:142 0 (const uint) 0:143 move second child to first child ( temp uint) 0:143 'out_u1' ( temp uint) 0:143 imageAtomicXor ( temp uint) 0:143 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:143 u3: direct index for structure (layout( offset=16) uniform 3-component vector of uint) -0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:143 u3: direct index for structure ( uniform 3-component vector of uint) +0:143 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:143 Constant: 0:143 2 (const uint) -0:143 u1: direct index for structure (layout( offset=0) uniform uint) -0:143 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:143 u1: direct index for structure ( uniform uint) +0:143 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:143 Constant: 0:143 0 (const uint) 0:146 imageAtomicAdd ( temp int) 0:146 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:146 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:146 i2: direct index for structure ( uniform 2-component vector of int) +0:146 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:146 Constant: 0:146 6 (const uint) -0:146 i1b: direct index for structure (layout( offset=60) uniform int) -0:146 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:146 i1b: direct index for structure ( uniform int) +0:146 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:146 Constant: 0:146 8 (const uint) 0:147 move second child to first child ( temp int) 0:147 'out_i1' ( temp int) 0:147 imageAtomicAdd ( temp int) 0:147 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:147 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:147 i2: direct index for structure ( uniform 2-component vector of int) +0:147 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:147 Constant: 0:147 6 (const uint) -0:147 i1: direct index for structure (layout( offset=36) uniform int) -0:147 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:147 i1: direct index for structure ( uniform int) +0:147 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:147 Constant: 0:147 5 (const uint) 0:148 imageAtomicAnd ( temp int) 0:148 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:148 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:148 i2: direct index for structure ( uniform 2-component vector of int) +0:148 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:148 Constant: 0:148 6 (const uint) -0:148 i1b: direct index for structure (layout( offset=60) uniform int) -0:148 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:148 i1b: direct index for structure ( uniform int) +0:148 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:148 Constant: 0:148 8 (const uint) 0:149 move second child to first child ( temp int) 0:149 'out_i1' ( temp int) 0:149 imageAtomicAnd ( temp int) 0:149 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:149 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:149 i2: direct index for structure ( uniform 2-component vector of int) +0:149 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:149 Constant: 0:149 6 (const uint) -0:149 i1: direct index for structure (layout( offset=36) uniform int) -0:149 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:149 i1: direct index for structure ( uniform int) +0:149 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:149 Constant: 0:149 5 (const uint) 0:150 move second child to first child ( temp int) 0:150 'out_i1' ( temp int) 0:150 imageAtomicCompSwap ( temp int) 0:150 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:150 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i2: direct index for structure ( uniform 2-component vector of int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 6 (const uint) -0:150 i1b: direct index for structure (layout( offset=60) uniform int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i1b: direct index for structure ( uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 8 (const uint) -0:150 i1c: direct index for structure (layout( offset=64) uniform int) -0:150 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:150 i1c: direct index for structure ( uniform int) +0:150 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:150 Constant: 0:150 9 (const uint) 0:151 move second child to first child ( temp int) 0:151 'out_i1' ( temp int) 0:151 imageAtomicExchange ( temp int) 0:151 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:151 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:151 i2: direct index for structure ( uniform 2-component vector of int) +0:151 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:151 Constant: 0:151 6 (const uint) -0:151 i1: direct index for structure (layout( offset=36) uniform int) -0:151 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:151 i1: direct index for structure ( uniform int) +0:151 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:151 Constant: 0:151 5 (const uint) 0:152 imageAtomicMax ( temp int) 0:152 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:152 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:152 i2: direct index for structure ( uniform 2-component vector of int) +0:152 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:152 Constant: 0:152 6 (const uint) -0:152 i1b: direct index for structure (layout( offset=60) uniform int) -0:152 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:152 i1b: direct index for structure ( uniform int) +0:152 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:152 Constant: 0:152 8 (const uint) 0:153 move second child to first child ( temp int) 0:153 'out_i1' ( temp int) 0:153 imageAtomicMax ( temp int) 0:153 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:153 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:153 i2: direct index for structure ( uniform 2-component vector of int) +0:153 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:153 Constant: 0:153 6 (const uint) -0:153 i1: direct index for structure (layout( offset=36) uniform int) -0:153 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:153 i1: direct index for structure ( uniform int) +0:153 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:153 Constant: 0:153 5 (const uint) 0:154 imageAtomicMin ( temp int) 0:154 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:154 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:154 i2: direct index for structure ( uniform 2-component vector of int) +0:154 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:154 Constant: 0:154 6 (const uint) -0:154 i1b: direct index for structure (layout( offset=60) uniform int) -0:154 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:154 i1b: direct index for structure ( uniform int) +0:154 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:154 Constant: 0:154 8 (const uint) 0:155 move second child to first child ( temp int) 0:155 'out_i1' ( temp int) 0:155 imageAtomicMin ( temp int) 0:155 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:155 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:155 i2: direct index for structure ( uniform 2-component vector of int) +0:155 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:155 Constant: 0:155 6 (const uint) -0:155 i1: direct index for structure (layout( offset=36) uniform int) -0:155 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:155 i1: direct index for structure ( uniform int) +0:155 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:155 Constant: 0:155 5 (const uint) 0:156 imageAtomicOr ( temp int) 0:156 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:156 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:156 i2: direct index for structure ( uniform 2-component vector of int) +0:156 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:156 Constant: 0:156 6 (const uint) -0:156 i1b: direct index for structure (layout( offset=60) uniform int) -0:156 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:156 i1b: direct index for structure ( uniform int) +0:156 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:156 Constant: 0:156 8 (const uint) 0:157 move second child to first child ( temp int) 0:157 'out_i1' ( temp int) 0:157 imageAtomicOr ( temp int) 0:157 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:157 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:157 i2: direct index for structure ( uniform 2-component vector of int) +0:157 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:157 Constant: 0:157 6 (const uint) -0:157 i1: direct index for structure (layout( offset=36) uniform int) -0:157 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:157 i1: direct index for structure ( uniform int) +0:157 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:157 Constant: 0:157 5 (const uint) 0:158 imageAtomicXor ( temp int) 0:158 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:158 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:158 i2: direct index for structure ( uniform 2-component vector of int) +0:158 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:158 Constant: 0:158 6 (const uint) -0:158 i1b: direct index for structure (layout( offset=60) uniform int) -0:158 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:158 i1b: direct index for structure ( uniform int) +0:158 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:158 Constant: 0:158 8 (const uint) 0:159 move second child to first child ( temp int) 0:159 'out_i1' ( temp int) 0:159 imageAtomicXor ( temp int) 0:159 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:159 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:159 i2: direct index for structure ( uniform 2-component vector of int) +0:159 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:159 Constant: 0:159 6 (const uint) -0:159 i1: direct index for structure (layout( offset=36) uniform int) -0:159 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:159 i1: direct index for structure ( uniform int) +0:159 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:159 Constant: 0:159 5 (const uint) 0:162 imageAtomicAdd ( temp uint) 0:162 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:162 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:162 u2: direct index for structure ( uniform 2-component vector of uint) +0:162 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:162 Constant: 0:162 1 (const uint) -0:162 u1: direct index for structure (layout( offset=0) uniform uint) -0:162 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:162 u1: direct index for structure ( uniform uint) +0:162 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:162 Constant: 0:162 0 (const uint) 0:163 move second child to first child ( temp uint) 0:163 'out_u1' ( temp uint) 0:163 imageAtomicAdd ( temp uint) 0:163 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:163 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:163 u2: direct index for structure ( uniform 2-component vector of uint) +0:163 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:163 Constant: 0:163 1 (const uint) -0:163 u1: direct index for structure (layout( offset=0) uniform uint) -0:163 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:163 u1: direct index for structure ( uniform uint) +0:163 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:163 Constant: 0:163 0 (const uint) 0:164 imageAtomicAnd ( temp uint) 0:164 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:164 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:164 u2: direct index for structure ( uniform 2-component vector of uint) +0:164 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:164 Constant: 0:164 1 (const uint) -0:164 u1: direct index for structure (layout( offset=0) uniform uint) -0:164 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:164 u1: direct index for structure ( uniform uint) +0:164 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:164 Constant: 0:164 0 (const uint) 0:165 move second child to first child ( temp uint) 0:165 'out_u1' ( temp uint) 0:165 imageAtomicAnd ( temp uint) 0:165 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:165 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:165 u2: direct index for structure ( uniform 2-component vector of uint) +0:165 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:165 Constant: 0:165 1 (const uint) -0:165 u1: direct index for structure (layout( offset=0) uniform uint) -0:165 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:165 u1: direct index for structure ( uniform uint) +0:165 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:165 Constant: 0:165 0 (const uint) 0:166 move second child to first child ( temp uint) 0:166 'out_u1' ( temp uint) 0:166 imageAtomicCompSwap ( temp uint) 0:166 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:166 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u2: direct index for structure ( uniform 2-component vector of uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 1 (const uint) -0:166 u1b: direct index for structure (layout( offset=28) uniform uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u1b: direct index for structure ( uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 3 (const uint) -0:166 u1c: direct index for structure (layout( offset=32) uniform uint) -0:166 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:166 u1c: direct index for structure ( uniform uint) +0:166 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:166 Constant: 0:166 4 (const uint) 0:167 move second child to first child ( temp uint) 0:167 'out_u1' ( temp uint) 0:167 imageAtomicExchange ( temp uint) 0:167 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:167 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:167 u2: direct index for structure ( uniform 2-component vector of uint) +0:167 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:167 Constant: 0:167 1 (const uint) -0:167 u1: direct index for structure (layout( offset=0) uniform uint) -0:167 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:167 u1: direct index for structure ( uniform uint) +0:167 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:167 Constant: 0:167 0 (const uint) 0:168 imageAtomicMax ( temp uint) 0:168 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:168 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:168 u2: direct index for structure ( uniform 2-component vector of uint) +0:168 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:168 Constant: 0:168 1 (const uint) -0:168 u1: direct index for structure (layout( offset=0) uniform uint) -0:168 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:168 u1: direct index for structure ( uniform uint) +0:168 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:168 Constant: 0:168 0 (const uint) 0:169 move second child to first child ( temp uint) 0:169 'out_u1' ( temp uint) 0:169 imageAtomicMax ( temp uint) 0:169 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:169 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:169 u2: direct index for structure ( uniform 2-component vector of uint) +0:169 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:169 Constant: 0:169 1 (const uint) -0:169 u1: direct index for structure (layout( offset=0) uniform uint) -0:169 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:169 u1: direct index for structure ( uniform uint) +0:169 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:169 Constant: 0:169 0 (const uint) 0:170 imageAtomicMin ( temp uint) 0:170 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:170 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:170 u2: direct index for structure ( uniform 2-component vector of uint) +0:170 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:170 Constant: 0:170 1 (const uint) -0:170 u1: direct index for structure (layout( offset=0) uniform uint) -0:170 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:170 u1: direct index for structure ( uniform uint) +0:170 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:170 Constant: 0:170 0 (const uint) 0:171 move second child to first child ( temp uint) 0:171 'out_u1' ( temp uint) 0:171 imageAtomicMin ( temp uint) 0:171 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:171 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:171 u2: direct index for structure ( uniform 2-component vector of uint) +0:171 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:171 Constant: 0:171 1 (const uint) -0:171 u1: direct index for structure (layout( offset=0) uniform uint) -0:171 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:171 u1: direct index for structure ( uniform uint) +0:171 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:171 Constant: 0:171 0 (const uint) 0:172 imageAtomicOr ( temp uint) 0:172 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:172 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:172 u2: direct index for structure ( uniform 2-component vector of uint) +0:172 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:172 Constant: 0:172 1 (const uint) -0:172 u1: direct index for structure (layout( offset=0) uniform uint) -0:172 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:172 u1: direct index for structure ( uniform uint) +0:172 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:172 Constant: 0:172 0 (const uint) 0:173 move second child to first child ( temp uint) 0:173 'out_u1' ( temp uint) 0:173 imageAtomicOr ( temp uint) 0:173 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:173 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:173 u2: direct index for structure ( uniform 2-component vector of uint) +0:173 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:173 Constant: 0:173 1 (const uint) -0:173 u1: direct index for structure (layout( offset=0) uniform uint) -0:173 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:173 u1: direct index for structure ( uniform uint) +0:173 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:173 Constant: 0:173 0 (const uint) 0:174 imageAtomicXor ( temp uint) 0:174 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:174 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:174 u2: direct index for structure ( uniform 2-component vector of uint) +0:174 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:174 Constant: 0:174 1 (const uint) -0:174 u1: direct index for structure (layout( offset=0) uniform uint) -0:174 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:174 u1: direct index for structure ( uniform uint) +0:174 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:174 Constant: 0:174 0 (const uint) 0:175 move second child to first child ( temp uint) 0:175 'out_u1' ( temp uint) 0:175 imageAtomicXor ( temp uint) 0:175 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:175 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:175 u2: direct index for structure ( uniform 2-component vector of uint) +0:175 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:175 Constant: 0:175 1 (const uint) -0:175 u1: direct index for structure (layout( offset=0) uniform uint) -0:175 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:175 u1: direct index for structure ( uniform uint) +0:175 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:175 Constant: 0:175 0 (const uint) 0:178 imageAtomicAdd ( temp int) 0:178 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:178 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:178 i2: direct index for structure ( uniform 2-component vector of int) +0:178 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:178 Constant: 0:178 6 (const uint) -0:178 i1b: direct index for structure (layout( offset=60) uniform int) -0:178 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:178 i1b: direct index for structure ( uniform int) +0:178 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:178 Constant: 0:178 8 (const uint) 0:179 move second child to first child ( temp int) 0:179 'out_i1' ( temp int) 0:179 imageAtomicAdd ( temp int) 0:179 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:179 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:179 i2: direct index for structure ( uniform 2-component vector of int) +0:179 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:179 Constant: 0:179 6 (const uint) -0:179 i1: direct index for structure (layout( offset=36) uniform int) -0:179 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:179 i1: direct index for structure ( uniform int) +0:179 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:179 Constant: 0:179 5 (const uint) 0:180 imageAtomicAnd ( temp int) 0:180 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:180 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:180 i2: direct index for structure ( uniform 2-component vector of int) +0:180 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:180 Constant: 0:180 6 (const uint) -0:180 i1b: direct index for structure (layout( offset=60) uniform int) -0:180 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:180 i1b: direct index for structure ( uniform int) +0:180 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:180 Constant: 0:180 8 (const uint) 0:181 move second child to first child ( temp int) 0:181 'out_i1' ( temp int) 0:181 imageAtomicAnd ( temp int) 0:181 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:181 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:181 i2: direct index for structure ( uniform 2-component vector of int) +0:181 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:181 Constant: 0:181 6 (const uint) -0:181 i1: direct index for structure (layout( offset=36) uniform int) -0:181 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:181 i1: direct index for structure ( uniform int) +0:181 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:181 Constant: 0:181 5 (const uint) 0:182 move second child to first child ( temp int) 0:182 'out_i1' ( temp int) 0:182 imageAtomicCompSwap ( temp int) 0:182 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:182 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i2: direct index for structure ( uniform 2-component vector of int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 6 (const uint) -0:182 i1b: direct index for structure (layout( offset=60) uniform int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i1b: direct index for structure ( uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 8 (const uint) -0:182 i1c: direct index for structure (layout( offset=64) uniform int) -0:182 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:182 i1c: direct index for structure ( uniform int) +0:182 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:182 Constant: 0:182 9 (const uint) 0:183 move second child to first child ( temp int) 0:183 'out_i1' ( temp int) 0:183 imageAtomicExchange ( temp int) 0:183 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:183 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:183 i2: direct index for structure ( uniform 2-component vector of int) +0:183 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:183 Constant: 0:183 6 (const uint) -0:183 i1: direct index for structure (layout( offset=36) uniform int) -0:183 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:183 i1: direct index for structure ( uniform int) +0:183 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:183 Constant: 0:183 5 (const uint) 0:184 imageAtomicMax ( temp int) 0:184 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:184 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:184 i2: direct index for structure ( uniform 2-component vector of int) +0:184 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:184 Constant: 0:184 6 (const uint) -0:184 i1b: direct index for structure (layout( offset=60) uniform int) -0:184 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:184 i1b: direct index for structure ( uniform int) +0:184 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:184 Constant: 0:184 8 (const uint) 0:185 move second child to first child ( temp int) 0:185 'out_i1' ( temp int) 0:185 imageAtomicMax ( temp int) 0:185 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:185 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:185 i2: direct index for structure ( uniform 2-component vector of int) +0:185 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:185 Constant: 0:185 6 (const uint) -0:185 i1: direct index for structure (layout( offset=36) uniform int) -0:185 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:185 i1: direct index for structure ( uniform int) +0:185 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:185 Constant: 0:185 5 (const uint) 0:186 imageAtomicMin ( temp int) 0:186 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:186 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:186 i2: direct index for structure ( uniform 2-component vector of int) +0:186 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:186 Constant: 0:186 6 (const uint) -0:186 i1b: direct index for structure (layout( offset=60) uniform int) -0:186 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:186 i1b: direct index for structure ( uniform int) +0:186 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:186 Constant: 0:186 8 (const uint) 0:187 move second child to first child ( temp int) 0:187 'out_i1' ( temp int) 0:187 imageAtomicMin ( temp int) 0:187 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:187 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:187 i2: direct index for structure ( uniform 2-component vector of int) +0:187 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:187 Constant: 0:187 6 (const uint) -0:187 i1: direct index for structure (layout( offset=36) uniform int) -0:187 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:187 i1: direct index for structure ( uniform int) +0:187 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:187 Constant: 0:187 5 (const uint) 0:188 imageAtomicOr ( temp int) 0:188 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:188 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:188 i2: direct index for structure ( uniform 2-component vector of int) +0:188 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:188 Constant: 0:188 6 (const uint) -0:188 i1b: direct index for structure (layout( offset=60) uniform int) -0:188 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:188 i1b: direct index for structure ( uniform int) +0:188 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:188 Constant: 0:188 8 (const uint) 0:189 move second child to first child ( temp int) 0:189 'out_i1' ( temp int) 0:189 imageAtomicOr ( temp int) 0:189 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:189 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:189 i2: direct index for structure ( uniform 2-component vector of int) +0:189 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:189 Constant: 0:189 6 (const uint) -0:189 i1: direct index for structure (layout( offset=36) uniform int) -0:189 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:189 i1: direct index for structure ( uniform int) +0:189 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:189 Constant: 0:189 5 (const uint) 0:190 imageAtomicXor ( temp int) 0:190 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:190 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:190 i2: direct index for structure ( uniform 2-component vector of int) +0:190 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:190 Constant: 0:190 6 (const uint) -0:190 i1b: direct index for structure (layout( offset=60) uniform int) -0:190 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:190 i1b: direct index for structure ( uniform int) +0:190 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:190 Constant: 0:190 8 (const uint) 0:191 move second child to first child ( temp int) 0:191 'out_i1' ( temp int) 0:191 imageAtomicXor ( temp int) 0:191 'g_tTex1di1a' (layout( r32i) uniform iimage1DArray) -0:191 i2: direct index for structure (layout( offset=40) uniform 2-component vector of int) -0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:191 i2: direct index for structure ( uniform 2-component vector of int) +0:191 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:191 Constant: 0:191 6 (const uint) -0:191 i1: direct index for structure (layout( offset=36) uniform int) -0:191 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:191 i1: direct index for structure ( uniform int) +0:191 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:191 Constant: 0:191 5 (const uint) 0:194 imageAtomicAdd ( temp uint) 0:194 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:194 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:194 u2: direct index for structure ( uniform 2-component vector of uint) +0:194 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:194 Constant: 0:194 1 (const uint) -0:194 u1: direct index for structure (layout( offset=0) uniform uint) -0:194 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:194 u1: direct index for structure ( uniform uint) +0:194 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:194 Constant: 0:194 0 (const uint) 0:195 move second child to first child ( temp uint) 0:195 'out_u1' ( temp uint) 0:195 imageAtomicAdd ( temp uint) 0:195 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:195 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:195 u2: direct index for structure ( uniform 2-component vector of uint) +0:195 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:195 Constant: 0:195 1 (const uint) -0:195 u1: direct index for structure (layout( offset=0) uniform uint) -0:195 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:195 u1: direct index for structure ( uniform uint) +0:195 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:195 Constant: 0:195 0 (const uint) 0:196 imageAtomicAnd ( temp uint) 0:196 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:196 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:196 u2: direct index for structure ( uniform 2-component vector of uint) +0:196 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:196 Constant: 0:196 1 (const uint) -0:196 u1: direct index for structure (layout( offset=0) uniform uint) -0:196 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:196 u1: direct index for structure ( uniform uint) +0:196 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:196 Constant: 0:196 0 (const uint) 0:197 move second child to first child ( temp uint) 0:197 'out_u1' ( temp uint) 0:197 imageAtomicAnd ( temp uint) 0:197 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:197 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:197 u2: direct index for structure ( uniform 2-component vector of uint) +0:197 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:197 Constant: 0:197 1 (const uint) -0:197 u1: direct index for structure (layout( offset=0) uniform uint) -0:197 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:197 u1: direct index for structure ( uniform uint) +0:197 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:197 Constant: 0:197 0 (const uint) 0:198 move second child to first child ( temp uint) 0:198 'out_u1' ( temp uint) 0:198 imageAtomicCompSwap ( temp uint) 0:198 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:198 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u2: direct index for structure ( uniform 2-component vector of uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 1 (const uint) -0:198 u1b: direct index for structure (layout( offset=28) uniform uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u1b: direct index for structure ( uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 3 (const uint) -0:198 u1c: direct index for structure (layout( offset=32) uniform uint) -0:198 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:198 u1c: direct index for structure ( uniform uint) +0:198 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:198 Constant: 0:198 4 (const uint) 0:199 move second child to first child ( temp uint) 0:199 'out_u1' ( temp uint) 0:199 imageAtomicExchange ( temp uint) 0:199 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:199 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:199 u2: direct index for structure ( uniform 2-component vector of uint) +0:199 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:199 Constant: 0:199 1 (const uint) -0:199 u1: direct index for structure (layout( offset=0) uniform uint) -0:199 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:199 u1: direct index for structure ( uniform uint) +0:199 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:199 Constant: 0:199 0 (const uint) 0:200 imageAtomicMax ( temp uint) 0:200 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:200 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:200 u2: direct index for structure ( uniform 2-component vector of uint) +0:200 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:200 Constant: 0:200 1 (const uint) -0:200 u1: direct index for structure (layout( offset=0) uniform uint) -0:200 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:200 u1: direct index for structure ( uniform uint) +0:200 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:200 Constant: 0:200 0 (const uint) 0:201 move second child to first child ( temp uint) 0:201 'out_u1' ( temp uint) 0:201 imageAtomicMax ( temp uint) 0:201 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:201 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:201 u2: direct index for structure ( uniform 2-component vector of uint) +0:201 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:201 Constant: 0:201 1 (const uint) -0:201 u1: direct index for structure (layout( offset=0) uniform uint) -0:201 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:201 u1: direct index for structure ( uniform uint) +0:201 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:201 Constant: 0:201 0 (const uint) 0:202 imageAtomicMin ( temp uint) 0:202 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:202 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:202 u2: direct index for structure ( uniform 2-component vector of uint) +0:202 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:202 Constant: 0:202 1 (const uint) -0:202 u1: direct index for structure (layout( offset=0) uniform uint) -0:202 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:202 u1: direct index for structure ( uniform uint) +0:202 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:202 Constant: 0:202 0 (const uint) 0:203 move second child to first child ( temp uint) 0:203 'out_u1' ( temp uint) 0:203 imageAtomicMin ( temp uint) 0:203 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:203 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:203 u2: direct index for structure ( uniform 2-component vector of uint) +0:203 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:203 Constant: 0:203 1 (const uint) -0:203 u1: direct index for structure (layout( offset=0) uniform uint) -0:203 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:203 u1: direct index for structure ( uniform uint) +0:203 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:203 Constant: 0:203 0 (const uint) 0:204 imageAtomicOr ( temp uint) 0:204 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:204 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:204 u2: direct index for structure ( uniform 2-component vector of uint) +0:204 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:204 Constant: 0:204 1 (const uint) -0:204 u1: direct index for structure (layout( offset=0) uniform uint) -0:204 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:204 u1: direct index for structure ( uniform uint) +0:204 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:204 Constant: 0:204 0 (const uint) 0:205 move second child to first child ( temp uint) 0:205 'out_u1' ( temp uint) 0:205 imageAtomicOr ( temp uint) 0:205 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:205 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:205 u2: direct index for structure ( uniform 2-component vector of uint) +0:205 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:205 Constant: 0:205 1 (const uint) -0:205 u1: direct index for structure (layout( offset=0) uniform uint) -0:205 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:205 u1: direct index for structure ( uniform uint) +0:205 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:205 Constant: 0:205 0 (const uint) 0:206 imageAtomicXor ( temp uint) 0:206 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:206 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:206 u2: direct index for structure ( uniform 2-component vector of uint) +0:206 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:206 Constant: 0:206 1 (const uint) -0:206 u1: direct index for structure (layout( offset=0) uniform uint) -0:206 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:206 u1: direct index for structure ( uniform uint) +0:206 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:206 Constant: 0:206 0 (const uint) 0:207 move second child to first child ( temp uint) 0:207 'out_u1' ( temp uint) 0:207 imageAtomicXor ( temp uint) 0:207 'g_tTex1du1a' (layout( r32ui) uniform uimage1DArray) -0:207 u2: direct index for structure (layout( offset=8) uniform 2-component vector of uint) -0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:207 u2: direct index for structure ( uniform 2-component vector of uint) +0:207 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:207 Constant: 0:207 1 (const uint) -0:207 u1: direct index for structure (layout( offset=0) uniform uint) -0:207 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:207 u1: direct index for structure ( uniform uint) +0:207 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:207 Constant: 0:207 0 (const uint) 0:210 imageAtomicAdd ( temp int) 0:210 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:210 i1: direct index for structure (layout( offset=36) uniform int) -0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:210 i1: direct index for structure ( uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:210 Constant: 0:210 5 (const uint) -0:210 i1b: direct index for structure (layout( offset=60) uniform int) -0:210 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:210 i1b: direct index for structure ( uniform int) +0:210 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:210 Constant: 0:210 8 (const uint) 0:211 move second child to first child ( temp int) 0:211 'out_i1' ( temp int) 0:211 imageAtomicAdd ( temp int) 0:211 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:211 i1: direct index for structure (layout( offset=36) uniform int) -0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:211 i1: direct index for structure ( uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) -0:211 i1: direct index for structure (layout( offset=36) uniform int) -0:211 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:211 i1: direct index for structure ( uniform int) +0:211 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:211 Constant: 0:211 5 (const uint) 0:212 imageAtomicAnd ( temp int) 0:212 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:212 i1: direct index for structure (layout( offset=36) uniform int) -0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:212 i1: direct index for structure ( uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:212 Constant: 0:212 5 (const uint) -0:212 i1b: direct index for structure (layout( offset=60) uniform int) -0:212 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:212 i1b: direct index for structure ( uniform int) +0:212 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:212 Constant: 0:212 8 (const uint) 0:213 move second child to first child ( temp int) 0:213 'out_i1' ( temp int) 0:213 imageAtomicAnd ( temp int) 0:213 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:213 i1: direct index for structure (layout( offset=36) uniform int) -0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:213 i1: direct index for structure ( uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) -0:213 i1: direct index for structure (layout( offset=36) uniform int) -0:213 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:213 i1: direct index for structure ( uniform int) +0:213 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:213 Constant: 0:213 5 (const uint) 0:214 move second child to first child ( temp int) 0:214 'out_i1' ( temp int) 0:214 imageAtomicCompSwap ( temp int) 0:214 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:214 i1: direct index for structure (layout( offset=36) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 5 (const uint) -0:214 i1b: direct index for structure (layout( offset=60) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1b: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 8 (const uint) -0:214 i1c: direct index for structure (layout( offset=64) uniform int) -0:214 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:214 i1c: direct index for structure ( uniform int) +0:214 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:214 Constant: 0:214 9 (const uint) 0:215 move second child to first child ( temp int) 0:215 'out_i1' ( temp int) 0:215 imageAtomicExchange ( temp int) 0:215 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:215 i1: direct index for structure (layout( offset=36) uniform int) -0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:215 i1: direct index for structure ( uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) -0:215 i1: direct index for structure (layout( offset=36) uniform int) -0:215 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:215 i1: direct index for structure ( uniform int) +0:215 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:215 Constant: 0:215 5 (const uint) 0:216 imageAtomicMax ( temp int) 0:216 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:216 i1: direct index for structure (layout( offset=36) uniform int) -0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:216 i1: direct index for structure ( uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:216 Constant: 0:216 5 (const uint) -0:216 i1b: direct index for structure (layout( offset=60) uniform int) -0:216 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:216 i1b: direct index for structure ( uniform int) +0:216 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:216 Constant: 0:216 8 (const uint) 0:217 move second child to first child ( temp int) 0:217 'out_i1' ( temp int) 0:217 imageAtomicMax ( temp int) 0:217 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:217 i1: direct index for structure (layout( offset=36) uniform int) -0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:217 i1: direct index for structure ( uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) -0:217 i1: direct index for structure (layout( offset=36) uniform int) -0:217 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:217 i1: direct index for structure ( uniform int) +0:217 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:217 Constant: 0:217 5 (const uint) 0:218 imageAtomicMin ( temp int) 0:218 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:218 i1: direct index for structure (layout( offset=36) uniform int) -0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:218 i1: direct index for structure ( uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:218 Constant: 0:218 5 (const uint) -0:218 i1b: direct index for structure (layout( offset=60) uniform int) -0:218 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:218 i1b: direct index for structure ( uniform int) +0:218 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:218 Constant: 0:218 8 (const uint) 0:219 move second child to first child ( temp int) 0:219 'out_i1' ( temp int) 0:219 imageAtomicMin ( temp int) 0:219 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:219 i1: direct index for structure (layout( offset=36) uniform int) -0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:219 i1: direct index for structure ( uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) -0:219 i1: direct index for structure (layout( offset=36) uniform int) -0:219 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:219 i1: direct index for structure ( uniform int) +0:219 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:219 Constant: 0:219 5 (const uint) 0:220 imageAtomicOr ( temp int) 0:220 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:220 i1: direct index for structure (layout( offset=36) uniform int) -0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:220 i1: direct index for structure ( uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:220 Constant: 0:220 5 (const uint) -0:220 i1b: direct index for structure (layout( offset=60) uniform int) -0:220 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:220 i1b: direct index for structure ( uniform int) +0:220 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:220 Constant: 0:220 8 (const uint) 0:221 move second child to first child ( temp int) 0:221 'out_i1' ( temp int) 0:221 imageAtomicOr ( temp int) 0:221 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:221 i1: direct index for structure (layout( offset=36) uniform int) -0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:221 i1: direct index for structure ( uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) -0:221 i1: direct index for structure (layout( offset=36) uniform int) -0:221 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:221 i1: direct index for structure ( uniform int) +0:221 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:221 Constant: 0:221 5 (const uint) 0:222 imageAtomicXor ( temp int) 0:222 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:222 i1: direct index for structure (layout( offset=36) uniform int) -0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:222 i1: direct index for structure ( uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:222 Constant: 0:222 5 (const uint) -0:222 i1b: direct index for structure (layout( offset=60) uniform int) -0:222 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:222 i1b: direct index for structure ( uniform int) +0:222 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:222 Constant: 0:222 8 (const uint) 0:223 move second child to first child ( temp int) 0:223 'out_i1' ( temp int) 0:223 imageAtomicXor ( temp int) 0:223 'g_tBuffI' (layout( r32i) uniform iimageBuffer) -0:223 i1: direct index for structure (layout( offset=36) uniform int) -0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:223 i1: direct index for structure ( uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) -0:223 i1: direct index for structure (layout( offset=36) uniform int) -0:223 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:223 i1: direct index for structure ( uniform int) +0:223 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:223 Constant: 0:223 5 (const uint) 0:226 imageAtomicAdd ( temp uint) 0:226 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:226 u1: direct index for structure (layout( offset=0) uniform uint) -0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:226 u1: direct index for structure ( uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) -0:226 u1: direct index for structure (layout( offset=0) uniform uint) -0:226 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:226 u1: direct index for structure ( uniform uint) +0:226 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:226 Constant: 0:226 0 (const uint) 0:227 move second child to first child ( temp uint) 0:227 'out_u1' ( temp uint) 0:227 imageAtomicAdd ( temp uint) 0:227 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:227 u1: direct index for structure (layout( offset=0) uniform uint) -0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:227 u1: direct index for structure ( uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) -0:227 u1: direct index for structure (layout( offset=0) uniform uint) -0:227 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:227 u1: direct index for structure ( uniform uint) +0:227 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:227 Constant: 0:227 0 (const uint) 0:228 imageAtomicAnd ( temp uint) 0:228 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:228 u1: direct index for structure (layout( offset=0) uniform uint) -0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:228 u1: direct index for structure ( uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) -0:228 u1: direct index for structure (layout( offset=0) uniform uint) -0:228 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:228 u1: direct index for structure ( uniform uint) +0:228 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:228 Constant: 0:228 0 (const uint) 0:229 move second child to first child ( temp uint) 0:229 'out_u1' ( temp uint) 0:229 imageAtomicAnd ( temp uint) 0:229 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:229 u1: direct index for structure (layout( offset=0) uniform uint) -0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:229 u1: direct index for structure ( uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) -0:229 u1: direct index for structure (layout( offset=0) uniform uint) -0:229 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:229 u1: direct index for structure ( uniform uint) +0:229 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:229 Constant: 0:229 0 (const uint) 0:230 move second child to first child ( temp uint) 0:230 'out_u1' ( temp uint) 0:230 imageAtomicCompSwap ( temp uint) 0:230 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:230 u1: direct index for structure (layout( offset=0) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 0 (const uint) -0:230 u1b: direct index for structure (layout( offset=28) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1b: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 3 (const uint) -0:230 u1c: direct index for structure (layout( offset=32) uniform uint) -0:230 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:230 u1c: direct index for structure ( uniform uint) +0:230 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:230 Constant: 0:230 4 (const uint) 0:231 move second child to first child ( temp uint) 0:231 'out_u1' ( temp uint) 0:231 imageAtomicExchange ( temp uint) 0:231 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:231 u1: direct index for structure (layout( offset=0) uniform uint) -0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:231 u1: direct index for structure ( uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) -0:231 u1: direct index for structure (layout( offset=0) uniform uint) -0:231 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:231 u1: direct index for structure ( uniform uint) +0:231 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:231 Constant: 0:231 0 (const uint) 0:232 imageAtomicMax ( temp uint) 0:232 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:232 u1: direct index for structure (layout( offset=0) uniform uint) -0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:232 u1: direct index for structure ( uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) -0:232 u1: direct index for structure (layout( offset=0) uniform uint) -0:232 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:232 u1: direct index for structure ( uniform uint) +0:232 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:232 Constant: 0:232 0 (const uint) 0:233 move second child to first child ( temp uint) 0:233 'out_u1' ( temp uint) 0:233 imageAtomicMax ( temp uint) 0:233 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:233 u1: direct index for structure (layout( offset=0) uniform uint) -0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:233 u1: direct index for structure ( uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) -0:233 u1: direct index for structure (layout( offset=0) uniform uint) -0:233 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:233 u1: direct index for structure ( uniform uint) +0:233 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:233 Constant: 0:233 0 (const uint) 0:234 imageAtomicMin ( temp uint) 0:234 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:234 u1: direct index for structure (layout( offset=0) uniform uint) -0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:234 u1: direct index for structure ( uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) -0:234 u1: direct index for structure (layout( offset=0) uniform uint) -0:234 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:234 u1: direct index for structure ( uniform uint) +0:234 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:234 Constant: 0:234 0 (const uint) 0:235 move second child to first child ( temp uint) 0:235 'out_u1' ( temp uint) 0:235 imageAtomicMin ( temp uint) 0:235 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:235 u1: direct index for structure (layout( offset=0) uniform uint) -0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:235 u1: direct index for structure ( uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) -0:235 u1: direct index for structure (layout( offset=0) uniform uint) -0:235 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:235 u1: direct index for structure ( uniform uint) +0:235 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:235 Constant: 0:235 0 (const uint) 0:236 imageAtomicOr ( temp uint) 0:236 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:236 u1: direct index for structure (layout( offset=0) uniform uint) -0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:236 u1: direct index for structure ( uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) -0:236 u1: direct index for structure (layout( offset=0) uniform uint) -0:236 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:236 u1: direct index for structure ( uniform uint) +0:236 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:236 Constant: 0:236 0 (const uint) 0:237 move second child to first child ( temp uint) 0:237 'out_u1' ( temp uint) 0:237 imageAtomicOr ( temp uint) 0:237 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:237 u1: direct index for structure (layout( offset=0) uniform uint) -0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:237 u1: direct index for structure ( uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) -0:237 u1: direct index for structure (layout( offset=0) uniform uint) -0:237 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:237 u1: direct index for structure ( uniform uint) +0:237 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:237 Constant: 0:237 0 (const uint) 0:238 imageAtomicXor ( temp uint) 0:238 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:238 u1: direct index for structure (layout( offset=0) uniform uint) -0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:238 u1: direct index for structure ( uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) -0:238 u1: direct index for structure (layout( offset=0) uniform uint) -0:238 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:238 u1: direct index for structure ( uniform uint) +0:238 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:238 Constant: 0:238 0 (const uint) 0:239 move second child to first child ( temp uint) 0:239 'out_u1' ( temp uint) 0:239 imageAtomicXor ( temp uint) 0:239 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) -0:239 u1: direct index for structure (layout( offset=0) uniform uint) -0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:239 u1: direct index for structure ( uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) -0:239 u1: direct index for structure (layout( offset=0) uniform uint) -0:239 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) +0:239 u1: direct index for structure ( uniform uint) +0:239 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:239 Constant: 0:239 0 (const uint) 0:242 move second child to first child ( temp 4-component vector of float) @@ -3942,8 +3942,8 @@ gl_FragCoord origin is upper left 0:? 'g_tBuffF' (layout( r32f) uniform imageBuffer) 0:? 'g_tBuffI' (layout( r32i) uniform iimageBuffer) 0:? 'g_tBuffU' (layout( r32ui) uniform uimageBuffer) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform uint u1, uniform 2-component vector of uint u2, uniform 3-component vector of uint u3, uniform uint u1b, uniform uint u1c, uniform int i1, uniform 2-component vector of int i2, uniform 3-component vector of int i3, uniform int i1b, uniform int i1c}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform uint u1, layout( offset=8) uniform 2-component vector of uint u2, layout( offset=16) uniform 3-component vector of uint u3, layout( offset=28) uniform uint u1b, layout( offset=32) uniform uint u1c, layout( offset=36) uniform int i1, layout( offset=40) uniform 2-component vector of int i2, layout( offset=48) uniform 3-component vector of int i3, layout( offset=60) uniform int i1b, layout( offset=64) uniform int i1c}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.rw.bracket.frag.out b/Test/baseResults/hlsl.rw.bracket.frag.out index ca3e144..ece7bfa 100644 --- a/Test/baseResults/hlsl.rw.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.bracket.frag.out @@ -58,8 +58,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp 4-component vector of float) -0:50 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:50 c4: direct index for structure ( uniform 4-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:50 Constant: 0:50 3 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -67,8 +67,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp 4-component vector of float) 0:57 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:57 c1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -76,8 +76,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp 4-component vector of float) 0:59 imageLoad ( temp 4-component vector of float) 0:59 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:59 c1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -85,8 +85,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp 4-component vector of int) 0:60 imageLoad ( temp 4-component vector of int) 0:60 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -94,8 +94,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp 4-component vector of uint) 0:61 imageLoad ( temp 4-component vector of uint) 0:61 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:61 c1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -103,8 +103,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp 4-component vector of float) 0:64 imageLoad ( temp 4-component vector of float) 0:64 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:64 c2: direct index for structure ( uniform 2-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -112,8 +112,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp 4-component vector of int) 0:65 imageLoad ( temp 4-component vector of int) 0:65 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -121,8 +121,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp 4-component vector of uint) 0:66 imageLoad ( temp 4-component vector of uint) 0:66 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:66 c2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -130,8 +130,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp 4-component vector of float) 0:69 imageLoad ( temp 4-component vector of float) 0:69 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -139,8 +139,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp 4-component vector of int) 0:70 imageLoad ( temp 4-component vector of int) 0:70 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -148,15 +148,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp 4-component vector of uint) 0:71 imageLoad ( temp 4-component vector of uint) 0:71 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp 4-component vector of float) 0:73 'lf4' ( temp 4-component vector of float) -0:73 uf4: direct index for structure (layout( offset=96) uniform 4-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:73 uf4: direct index for structure ( uniform 4-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -165,8 +165,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp 4-component vector of float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp 4-component vector of float) @@ -174,8 +174,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf4' ( temp 4-component vector of float) @@ -190,8 +190,8 @@ gl_FragCoord origin is upper left 0:? 4 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp 4-component vector of int) @@ -206,8 +206,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp 4-component vector of uint) @@ -218,8 +218,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp 4-component vector of float) @@ -239,8 +239,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp 4-component vector of float) @@ -260,8 +260,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp 4-component vector of float) @@ -281,8 +281,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp 4-component vector of int) @@ -302,8 +302,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp 4-component vector of int) @@ -323,8 +323,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp 4-component vector of int) @@ -344,8 +344,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp 4-component vector of int) @@ -365,8 +365,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp 4-component vector of int) @@ -386,8 +386,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp 4-component vector of int) @@ -410,8 +410,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp 4-component vector of float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp 4-component vector of float) @@ -419,8 +419,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf4' ( temp 4-component vector of float) @@ -435,8 +435,8 @@ gl_FragCoord origin is upper left 0:? 4 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp 4-component vector of int) @@ -451,8 +451,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp 4-component vector of uint) @@ -463,8 +463,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp 4-component vector of float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp 4-component vector of float) @@ -472,8 +472,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf4' ( temp 4-component vector of float) @@ -488,8 +488,8 @@ gl_FragCoord origin is upper left 0:? 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp 4-component vector of int) @@ -504,8 +504,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp 4-component vector of uint) @@ -513,22 +513,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(vf4; ( temp 4-component vector of float) 0:107 imageLoad ( temp 4-component vector of float) 0:107 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(vi4; ( temp 4-component vector of int) 0:108 imageLoad ( temp 4-component vector of int) 0:108 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(vu4; ( temp 4-component vector of uint) 0:109 imageLoad ( temp 4-component vector of uint) 0:109 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -537,8 +537,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp 4-component vector of float) @@ -549,8 +549,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp 4-component vector of int) @@ -561,8 +561,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp 4-component vector of uint) @@ -570,8 +570,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp 4-component vector of float) @@ -589,8 +589,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp 4-component vector of int) @@ -608,8 +608,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp 4-component vector of uint) @@ -627,8 +627,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp 4-component vector of float) @@ -646,8 +646,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp 4-component vector of int) @@ -665,8 +665,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp 4-component vector of uint) @@ -684,8 +684,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp 4-component vector of float) @@ -706,8 +706,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp 4-component vector of uint) @@ -728,8 +728,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp 4-component vector of int) @@ -750,8 +750,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp 4-component vector of float) @@ -772,8 +772,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp 4-component vector of int) @@ -794,8 +794,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp 4-component vector of uint) @@ -866,7 +866,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) 0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) @@ -932,8 +932,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp 4-component vector of float) -0:50 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:50 c4: direct index for structure ( uniform 4-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:50 Constant: 0:50 3 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -941,8 +941,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp 4-component vector of float) 0:57 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:57 c1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -950,8 +950,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp 4-component vector of float) 0:59 imageLoad ( temp 4-component vector of float) 0:59 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:59 c1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -959,8 +959,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp 4-component vector of int) 0:60 imageLoad ( temp 4-component vector of int) 0:60 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -968,8 +968,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp 4-component vector of uint) 0:61 imageLoad ( temp 4-component vector of uint) 0:61 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:61 c1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -977,8 +977,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp 4-component vector of float) 0:64 imageLoad ( temp 4-component vector of float) 0:64 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:64 c2: direct index for structure ( uniform 2-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -986,8 +986,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp 4-component vector of int) 0:65 imageLoad ( temp 4-component vector of int) 0:65 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -995,8 +995,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp 4-component vector of uint) 0:66 imageLoad ( temp 4-component vector of uint) 0:66 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:66 c2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -1004,8 +1004,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp 4-component vector of float) 0:69 imageLoad ( temp 4-component vector of float) 0:69 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -1013,8 +1013,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp 4-component vector of int) 0:70 imageLoad ( temp 4-component vector of int) 0:70 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -1022,15 +1022,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp 4-component vector of uint) 0:71 imageLoad ( temp 4-component vector of uint) 0:71 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp 4-component vector of float) 0:73 'lf4' ( temp 4-component vector of float) -0:73 uf4: direct index for structure (layout( offset=96) uniform 4-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:73 uf4: direct index for structure ( uniform 4-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -1039,8 +1039,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp 4-component vector of float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp 4-component vector of float) @@ -1048,8 +1048,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf4' ( temp 4-component vector of float) @@ -1064,8 +1064,8 @@ gl_FragCoord origin is upper left 0:? 4 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp 4-component vector of int) @@ -1080,8 +1080,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp 4-component vector of uint) @@ -1092,8 +1092,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp 4-component vector of float) @@ -1113,8 +1113,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp 4-component vector of float) @@ -1134,8 +1134,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp 4-component vector of float) @@ -1155,8 +1155,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp 4-component vector of int) @@ -1176,8 +1176,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp 4-component vector of int) @@ -1197,8 +1197,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp 4-component vector of int) @@ -1218,8 +1218,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp 4-component vector of int) @@ -1239,8 +1239,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp 4-component vector of int) @@ -1260,8 +1260,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp 4-component vector of int) @@ -1284,8 +1284,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp 4-component vector of float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp 4-component vector of float) @@ -1293,8 +1293,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df4' (layout( rgba32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf4' ( temp 4-component vector of float) @@ -1309,8 +1309,8 @@ gl_FragCoord origin is upper left 0:? 4 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di4' (layout( rgba32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp 4-component vector of int) @@ -1325,8 +1325,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp 4-component vector of uint) @@ -1337,8 +1337,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp 4-component vector of float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp 4-component vector of float) @@ -1346,8 +1346,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df4' (layout( rgba32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf4' ( temp 4-component vector of float) @@ -1362,8 +1362,8 @@ gl_FragCoord origin is upper left 0:? 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di4' (layout( rgba32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp 4-component vector of int) @@ -1378,8 +1378,8 @@ gl_FragCoord origin is upper left 0:? 4 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp 4-component vector of uint) @@ -1387,22 +1387,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(vf4; ( temp 4-component vector of float) 0:107 imageLoad ( temp 4-component vector of float) 0:107 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(vi4; ( temp 4-component vector of int) 0:108 imageLoad ( temp 4-component vector of int) 0:108 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(vu4; ( temp 4-component vector of uint) 0:109 imageLoad ( temp 4-component vector of uint) 0:109 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -1411,8 +1411,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp 4-component vector of float) @@ -1423,8 +1423,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di4' (layout( rgba32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp 4-component vector of int) @@ -1435,8 +1435,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp 4-component vector of uint) @@ -1444,8 +1444,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp 4-component vector of float) @@ -1463,8 +1463,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp 4-component vector of int) @@ -1482,8 +1482,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp 4-component vector of uint) @@ -1501,8 +1501,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp 4-component vector of float) @@ -1520,8 +1520,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp 4-component vector of int) @@ -1539,8 +1539,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp 4-component vector of uint) @@ -1558,8 +1558,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp 4-component vector of float) @@ -1580,8 +1580,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp 4-component vector of uint) @@ -1602,8 +1602,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp 4-component vector of int) @@ -1624,8 +1624,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp 4-component vector of float) @@ -1646,8 +1646,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp 4-component vector of int) @@ -1668,8 +1668,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp 4-component vector of uint) @@ -1740,7 +1740,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray) 0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray) 0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 4-component vector of float uf4, layout( offset=112) uniform 4-component vector of int ui4, layout( offset=128) uniform 4-component vector of uint uu4}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 diff --git a/Test/baseResults/hlsl.rw.scalar.bracket.frag.out b/Test/baseResults/hlsl.rw.scalar.bracket.frag.out index 8c4e79f..991d524 100644 --- a/Test/baseResults/hlsl.rw.scalar.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.scalar.bracket.frag.out @@ -49,8 +49,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp float) -0:50 c1: direct index for structure (layout( offset=0) uniform int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:50 c1: direct index for structure ( uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:50 Constant: 0:50 0 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -58,8 +58,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp float) 0:57 'g_tTex1df1' (layout( r32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:57 c1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -67,8 +67,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp float) 0:59 imageLoad ( temp float) 0:59 'g_tTex1df1' (layout( r32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:59 c1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -76,8 +76,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp int) 0:60 imageLoad ( temp int) 0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -85,8 +85,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp uint) 0:61 imageLoad ( temp uint) 0:61 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:61 c1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -94,8 +94,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp float) 0:64 imageLoad ( temp float) 0:64 'g_tTex2df1' (layout( r32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:64 c2: direct index for structure ( uniform 2-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -103,8 +103,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp int) 0:65 imageLoad ( temp int) 0:65 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -112,8 +112,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp uint) 0:66 imageLoad ( temp uint) 0:66 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:66 c2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -121,8 +121,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp float) 0:69 imageLoad ( temp float) 0:69 'g_tTex3df1' (layout( r32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -130,8 +130,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp int) 0:70 imageLoad ( temp int) 0:70 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -139,15 +139,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp uint) 0:71 imageLoad ( temp uint) 0:71 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp float) 0:73 'lf1' ( temp float) -0:73 uf1: direct index for structure (layout( offset=96) uniform float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:73 uf1: direct index for structure ( uniform float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -156,8 +156,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df1' (layout( r32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp float) @@ -165,8 +165,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df1' (layout( r32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf1' ( temp float) @@ -178,8 +178,8 @@ gl_FragCoord origin is upper left 0:79 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp int) @@ -191,8 +191,8 @@ gl_FragCoord origin is upper left 0:80 3 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp uint) @@ -203,8 +203,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp float) @@ -224,8 +224,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp float) @@ -245,8 +245,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp float) @@ -266,8 +266,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp int) @@ -287,8 +287,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp int) @@ -308,8 +308,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp int) @@ -329,8 +329,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp int) @@ -350,8 +350,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp int) @@ -371,8 +371,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp int) @@ -395,8 +395,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df1' (layout( r32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp float) @@ -404,8 +404,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df1' (layout( r32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf1' ( temp float) @@ -417,8 +417,8 @@ gl_FragCoord origin is upper left 0:97 5 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp int) @@ -430,8 +430,8 @@ gl_FragCoord origin is upper left 0:98 6 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp uint) @@ -442,8 +442,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df1' (layout( r32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp float) @@ -451,8 +451,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df1' (layout( r32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf1' ( temp float) @@ -464,8 +464,8 @@ gl_FragCoord origin is upper left 0:103 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp int) @@ -477,8 +477,8 @@ gl_FragCoord origin is upper left 0:104 9 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp uint) @@ -486,22 +486,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(f1; ( temp float) 0:107 imageLoad ( temp float) 0:107 'g_tTex1df1' (layout( r32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(i1; ( temp int) 0:108 imageLoad ( temp int) 0:108 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(u1; ( temp uint) 0:109 imageLoad ( temp uint) 0:109 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -510,8 +510,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df1' (layout( r32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp float) @@ -522,8 +522,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp int) @@ -534,8 +534,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp uint) @@ -543,8 +543,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp float) @@ -562,8 +562,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp int) @@ -581,8 +581,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp uint) @@ -600,8 +600,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp float) @@ -619,8 +619,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp int) @@ -638,8 +638,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp uint) @@ -657,8 +657,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp float) @@ -679,8 +679,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp uint) @@ -701,8 +701,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp int) @@ -723,8 +723,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp float) @@ -745,8 +745,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp int) @@ -767,8 +767,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp uint) @@ -839,7 +839,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df1a' (layout( r32f) uniform image2DArray) 0:? 'g_tTex2di1a' (layout( r32i) uniform iimage2DArray) 0:? 'g_tTex2du1a' (layout( r32ui) uniform uimage2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:? 'Color' (layout( location=0) out 4-component vector of float) @@ -896,8 +896,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp float) -0:50 c1: direct index for structure (layout( offset=0) uniform int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:50 c1: direct index for structure ( uniform int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:50 Constant: 0:50 0 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -905,8 +905,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp float) 0:57 'g_tTex1df1' (layout( r32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:57 c1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -914,8 +914,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp float) 0:59 imageLoad ( temp float) 0:59 'g_tTex1df1' (layout( r32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:59 c1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -923,8 +923,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp int) 0:60 imageLoad ( temp int) 0:60 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -932,8 +932,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp uint) 0:61 imageLoad ( temp uint) 0:61 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:61 c1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -941,8 +941,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp float) 0:64 imageLoad ( temp float) 0:64 'g_tTex2df1' (layout( r32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:64 c2: direct index for structure ( uniform 2-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -950,8 +950,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp int) 0:65 imageLoad ( temp int) 0:65 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -959,8 +959,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp uint) 0:66 imageLoad ( temp uint) 0:66 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:66 c2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -968,8 +968,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp float) 0:69 imageLoad ( temp float) 0:69 'g_tTex3df1' (layout( r32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -977,8 +977,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp int) 0:70 imageLoad ( temp int) 0:70 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -986,15 +986,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp uint) 0:71 imageLoad ( temp uint) 0:71 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp float) 0:73 'lf1' ( temp float) -0:73 uf1: direct index for structure (layout( offset=96) uniform float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:73 uf1: direct index for structure ( uniform float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -1003,8 +1003,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df1' (layout( r32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp float) @@ -1012,8 +1012,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df1' (layout( r32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf1' ( temp float) @@ -1025,8 +1025,8 @@ gl_FragCoord origin is upper left 0:79 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp int) @@ -1038,8 +1038,8 @@ gl_FragCoord origin is upper left 0:80 3 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp uint) @@ -1050,8 +1050,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp float) @@ -1071,8 +1071,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp float) @@ -1092,8 +1092,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp float) @@ -1113,8 +1113,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp int) @@ -1134,8 +1134,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp int) @@ -1155,8 +1155,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp int) @@ -1176,8 +1176,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp int) @@ -1197,8 +1197,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp int) @@ -1218,8 +1218,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp int) @@ -1242,8 +1242,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df1' (layout( r32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp float) @@ -1251,8 +1251,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df1' (layout( r32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf1' ( temp float) @@ -1264,8 +1264,8 @@ gl_FragCoord origin is upper left 0:97 5 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di1' (layout( r32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp int) @@ -1277,8 +1277,8 @@ gl_FragCoord origin is upper left 0:98 6 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du1' (layout( r32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp uint) @@ -1289,8 +1289,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df1' (layout( r32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp float) @@ -1298,8 +1298,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df1' (layout( r32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf1' ( temp float) @@ -1311,8 +1311,8 @@ gl_FragCoord origin is upper left 0:103 8 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di1' (layout( r32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp int) @@ -1324,8 +1324,8 @@ gl_FragCoord origin is upper left 0:104 9 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du1' (layout( r32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp uint) @@ -1333,22 +1333,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(f1; ( temp float) 0:107 imageLoad ( temp float) 0:107 'g_tTex1df1' (layout( r32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(i1; ( temp int) 0:108 imageLoad ( temp int) 0:108 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(u1; ( temp uint) 0:109 imageLoad ( temp uint) 0:109 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -1357,8 +1357,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df1' (layout( r32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp float) @@ -1369,8 +1369,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di1' (layout( r32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp int) @@ -1381,8 +1381,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du1' (layout( r32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp uint) @@ -1390,8 +1390,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp float) @@ -1409,8 +1409,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp int) @@ -1428,8 +1428,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp uint) @@ -1447,8 +1447,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp float) @@ -1466,8 +1466,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp int) @@ -1485,8 +1485,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp uint) @@ -1504,8 +1504,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp float) @@ -1526,8 +1526,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp uint) @@ -1548,8 +1548,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp int) @@ -1570,8 +1570,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp float) @@ -1592,8 +1592,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp int) @@ -1614,8 +1614,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp uint) @@ -1686,7 +1686,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df1a' (layout( r32f) uniform image2DArray) 0:? 'g_tTex2di1a' (layout( r32i) uniform iimage2DArray) 0:? 'g_tTex2du1a' (layout( r32ui) uniform uimage2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform float uf1, layout( offset=100) uniform int ui1, layout( offset=104) uniform uint uu1}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform float uf1, uniform int ui1, uniform uint uu1}) 0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 diff --git a/Test/baseResults/hlsl.rw.vec2.bracket.frag.out b/Test/baseResults/hlsl.rw.vec2.bracket.frag.out index 86e6352..c34ce90 100644 --- a/Test/baseResults/hlsl.rw.vec2.bracket.frag.out +++ b/Test/baseResults/hlsl.rw.vec2.bracket.frag.out @@ -52,8 +52,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp 2-component vector of float) -0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:50 c2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:50 Constant: 0:50 1 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -61,8 +61,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp 2-component vector of float) 0:57 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:57 c1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -70,8 +70,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp 2-component vector of float) 0:59 imageLoad ( temp 2-component vector of float) 0:59 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:59 c1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -79,8 +79,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp 2-component vector of int) 0:60 imageLoad ( temp 2-component vector of int) 0:60 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -88,8 +88,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp 2-component vector of uint) 0:61 imageLoad ( temp 2-component vector of uint) 0:61 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:61 c1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -97,8 +97,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp 2-component vector of float) 0:64 imageLoad ( temp 2-component vector of float) 0:64 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:64 c2: direct index for structure ( uniform 2-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -106,8 +106,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp 2-component vector of int) 0:65 imageLoad ( temp 2-component vector of int) 0:65 'g_tTex2di2' (layout( rg32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -115,8 +115,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp 2-component vector of uint) 0:66 imageLoad ( temp 2-component vector of uint) 0:66 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:66 c2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -124,8 +124,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp 2-component vector of float) 0:69 imageLoad ( temp 2-component vector of float) 0:69 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -133,8 +133,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp 2-component vector of int) 0:70 imageLoad ( temp 2-component vector of int) 0:70 'g_tTex3di2' (layout( rg32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -142,15 +142,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp 2-component vector of uint) 0:71 imageLoad ( temp 2-component vector of uint) 0:71 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp 2-component vector of float) 0:73 'lf2' ( temp 2-component vector of float) -0:73 uf2: direct index for structure (layout( offset=96) uniform 2-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:73 uf2: direct index for structure ( uniform 2-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -159,8 +159,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp 2-component vector of float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp 2-component vector of float) @@ -168,8 +168,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf2' ( temp 2-component vector of float) @@ -182,8 +182,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp 2-component vector of int) @@ -196,8 +196,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp 2-component vector of uint) @@ -208,8 +208,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp 2-component vector of float) @@ -229,8 +229,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp 2-component vector of float) @@ -250,8 +250,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp 2-component vector of float) @@ -271,8 +271,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp 2-component vector of int) @@ -292,8 +292,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp 2-component vector of int) @@ -313,8 +313,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp 2-component vector of int) @@ -334,8 +334,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp 2-component vector of int) @@ -355,8 +355,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp 2-component vector of int) @@ -376,8 +376,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp 2-component vector of int) @@ -400,8 +400,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp 2-component vector of float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp 2-component vector of float) @@ -409,8 +409,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf2' ( temp 2-component vector of float) @@ -423,8 +423,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp 2-component vector of int) @@ -437,8 +437,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp 2-component vector of uint) @@ -449,8 +449,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp 2-component vector of float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp 2-component vector of float) @@ -458,8 +458,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf2' ( temp 2-component vector of float) @@ -472,8 +472,8 @@ gl_FragCoord origin is upper left 0:? 6 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp 2-component vector of int) @@ -486,8 +486,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp 2-component vector of uint) @@ -495,22 +495,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(vf2; ( temp 2-component vector of float) 0:107 imageLoad ( temp 2-component vector of float) 0:107 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(vi2; ( temp 2-component vector of int) 0:108 imageLoad ( temp 2-component vector of int) 0:108 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(vu2; ( temp 2-component vector of uint) 0:109 imageLoad ( temp 2-component vector of uint) 0:109 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -519,8 +519,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp 2-component vector of float) @@ -531,8 +531,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp 2-component vector of int) @@ -543,8 +543,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp 2-component vector of uint) @@ -552,8 +552,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp 2-component vector of float) @@ -571,8 +571,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp 2-component vector of int) @@ -590,8 +590,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp 2-component vector of uint) @@ -609,8 +609,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp 2-component vector of float) @@ -628,8 +628,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp 2-component vector of int) @@ -647,8 +647,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp 2-component vector of uint) @@ -666,8 +666,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp 2-component vector of float) @@ -688,8 +688,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp 2-component vector of uint) @@ -710,8 +710,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp 2-component vector of int) @@ -732,8 +732,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp 2-component vector of float) @@ -754,8 +754,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp 2-component vector of int) @@ -776,8 +776,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp 2-component vector of uint) @@ -848,7 +848,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df2a' (layout( rg32f) uniform image2DArray) 0:? 'g_tTex2di2a' (layout( rg32i) uniform iimage2DArray) 0:? 'g_tTex2du2a' (layout( rg32ui) uniform uimage2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:? 'Color' (layout( location=0) out 4-component vector of float) @@ -908,8 +908,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:50 Branch: Return with expression 0:50 Convert int to float ( temp 2-component vector of float) -0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:50 c2: direct index for structure ( uniform 2-component vector of int) +0:50 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:50 Constant: 0:50 1 (const uint) 0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -917,8 +917,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:57 imageLoad ( temp 2-component vector of float) 0:57 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:57 c1: direct index for structure (layout( offset=0) uniform int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:57 c1: direct index for structure ( uniform int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:57 Constant: 0:57 0 (const uint) 0:59 Sequence @@ -926,8 +926,8 @@ gl_FragCoord origin is upper left 0:59 'r00' ( temp 2-component vector of float) 0:59 imageLoad ( temp 2-component vector of float) 0:59 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:59 c1: direct index for structure (layout( offset=0) uniform int) -0:59 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:59 c1: direct index for structure ( uniform int) +0:59 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:59 Constant: 0:59 0 (const uint) 0:60 Sequence @@ -935,8 +935,8 @@ gl_FragCoord origin is upper left 0:60 'r01' ( temp 2-component vector of int) 0:60 imageLoad ( temp 2-component vector of int) 0:60 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:60 c1: direct index for structure (layout( offset=0) uniform int) -0:60 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:60 c1: direct index for structure ( uniform int) +0:60 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:60 Constant: 0:60 0 (const uint) 0:61 Sequence @@ -944,8 +944,8 @@ gl_FragCoord origin is upper left 0:61 'r02' ( temp 2-component vector of uint) 0:61 imageLoad ( temp 2-component vector of uint) 0:61 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:61 c1: direct index for structure (layout( offset=0) uniform int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:61 c1: direct index for structure ( uniform int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:61 Constant: 0:61 0 (const uint) 0:64 Sequence @@ -953,8 +953,8 @@ gl_FragCoord origin is upper left 0:64 'r10' ( temp 2-component vector of float) 0:64 imageLoad ( temp 2-component vector of float) 0:64 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:64 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:64 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:64 c2: direct index for structure ( uniform 2-component vector of int) +0:64 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:64 Constant: 0:64 1 (const uint) 0:65 Sequence @@ -962,8 +962,8 @@ gl_FragCoord origin is upper left 0:65 'r11' ( temp 2-component vector of int) 0:65 imageLoad ( temp 2-component vector of int) 0:65 'g_tTex2di2' (layout( rg32i) uniform iimage2D) -0:65 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:65 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:65 c2: direct index for structure ( uniform 2-component vector of int) +0:65 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:65 Constant: 0:65 1 (const uint) 0:66 Sequence @@ -971,8 +971,8 @@ gl_FragCoord origin is upper left 0:66 'r12' ( temp 2-component vector of uint) 0:66 imageLoad ( temp 2-component vector of uint) 0:66 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) -0:66 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:66 c2: direct index for structure ( uniform 2-component vector of int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:66 Constant: 0:66 1 (const uint) 0:69 Sequence @@ -980,8 +980,8 @@ gl_FragCoord origin is upper left 0:69 'r20' ( temp 2-component vector of float) 0:69 imageLoad ( temp 2-component vector of float) 0:69 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:69 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:69 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:69 c3: direct index for structure ( uniform 3-component vector of int) +0:69 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:69 Constant: 0:69 2 (const uint) 0:70 Sequence @@ -989,8 +989,8 @@ gl_FragCoord origin is upper left 0:70 'r21' ( temp 2-component vector of int) 0:70 imageLoad ( temp 2-component vector of int) 0:70 'g_tTex3di2' (layout( rg32i) uniform iimage3D) -0:70 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:70 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:70 c3: direct index for structure ( uniform 3-component vector of int) +0:70 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:70 Constant: 0:70 2 (const uint) 0:71 Sequence @@ -998,15 +998,15 @@ gl_FragCoord origin is upper left 0:71 'r22' ( temp 2-component vector of uint) 0:71 imageLoad ( temp 2-component vector of uint) 0:71 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) -0:71 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:71 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:71 c3: direct index for structure ( uniform 3-component vector of int) +0:71 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:71 Constant: 0:71 2 (const uint) 0:73 Sequence 0:73 move second child to first child ( temp 2-component vector of float) 0:73 'lf2' ( temp 2-component vector of float) -0:73 uf2: direct index for structure (layout( offset=96) uniform 2-component vector of float) -0:73 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:73 uf2: direct index for structure ( uniform 2-component vector of float) +0:73 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:73 Constant: 0:73 8 (const uint) 0:77 Sequence @@ -1015,8 +1015,8 @@ gl_FragCoord origin is upper left 0:77 Function Call: SomeValue( ( temp 2-component vector of float) 0:77 imageStore ( temp void) 0:77 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:77 c1: direct index for structure (layout( offset=0) uniform int) -0:77 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:77 c1: direct index for structure ( uniform int) +0:77 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:77 Constant: 0:77 0 (const uint) 0:77 'storeTemp' ( temp 2-component vector of float) @@ -1024,8 +1024,8 @@ gl_FragCoord origin is upper left 0:78 Sequence 0:78 imageStore ( temp void) 0:78 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:78 c1: direct index for structure (layout( offset=0) uniform int) -0:78 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:78 c1: direct index for structure ( uniform int) +0:78 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:78 Constant: 0:78 0 (const uint) 0:78 'lf2' ( temp 2-component vector of float) @@ -1038,8 +1038,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:79 imageStore ( temp void) 0:79 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:79 c1: direct index for structure (layout( offset=0) uniform int) -0:79 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:79 c1: direct index for structure ( uniform int) +0:79 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:79 Constant: 0:79 0 (const uint) 0:79 'storeTemp' ( temp 2-component vector of int) @@ -1052,8 +1052,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:80 imageStore ( temp void) 0:80 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:80 c1: direct index for structure (layout( offset=0) uniform int) -0:80 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:80 c1: direct index for structure ( uniform int) +0:80 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:80 Constant: 0:80 0 (const uint) 0:80 'storeTemp' ( temp 2-component vector of uint) @@ -1064,8 +1064,8 @@ gl_FragCoord origin is upper left 0:83 Sequence 0:83 move second child to first child ( temp int) 0:83 'coordTemp' ( temp int) -0:83 c1: direct index for structure (layout( offset=0) uniform int) -0:83 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:83 c1: direct index for structure ( uniform int) +0:83 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:83 Constant: 0:83 0 (const uint) 0:83 move second child to first child ( temp 2-component vector of float) @@ -1085,8 +1085,8 @@ gl_FragCoord origin is upper left 0:84 Sequence 0:84 move second child to first child ( temp int) 0:84 'coordTemp' ( temp int) -0:84 c1: direct index for structure (layout( offset=0) uniform int) -0:84 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:84 c1: direct index for structure ( uniform int) +0:84 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:84 Constant: 0:84 0 (const uint) 0:84 move second child to first child ( temp 2-component vector of float) @@ -1106,8 +1106,8 @@ gl_FragCoord origin is upper left 0:85 Sequence 0:85 move second child to first child ( temp int) 0:85 'coordTemp' ( temp int) -0:85 c1: direct index for structure (layout( offset=0) uniform int) -0:85 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:85 c1: direct index for structure ( uniform int) +0:85 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:85 Constant: 0:85 0 (const uint) 0:85 move second child to first child ( temp 2-component vector of float) @@ -1127,8 +1127,8 @@ gl_FragCoord origin is upper left 0:87 Sequence 0:87 move second child to first child ( temp int) 0:87 'coordTemp' ( temp int) -0:87 c1: direct index for structure (layout( offset=0) uniform int) -0:87 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:87 c1: direct index for structure ( uniform int) +0:87 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:87 Constant: 0:87 0 (const uint) 0:87 move second child to first child ( temp 2-component vector of int) @@ -1148,8 +1148,8 @@ gl_FragCoord origin is upper left 0:88 Sequence 0:88 move second child to first child ( temp int) 0:88 'coordTemp' ( temp int) -0:88 c1: direct index for structure (layout( offset=0) uniform int) -0:88 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:88 c1: direct index for structure ( uniform int) +0:88 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:88 Constant: 0:88 0 (const uint) 0:88 move second child to first child ( temp 2-component vector of int) @@ -1169,8 +1169,8 @@ gl_FragCoord origin is upper left 0:89 Sequence 0:89 move second child to first child ( temp int) 0:89 'coordTemp' ( temp int) -0:89 c1: direct index for structure (layout( offset=0) uniform int) -0:89 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:89 c1: direct index for structure ( uniform int) +0:89 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:89 Constant: 0:89 0 (const uint) 0:89 move second child to first child ( temp 2-component vector of int) @@ -1190,8 +1190,8 @@ gl_FragCoord origin is upper left 0:90 Sequence 0:90 move second child to first child ( temp int) 0:90 'coordTemp' ( temp int) -0:90 c1: direct index for structure (layout( offset=0) uniform int) -0:90 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:90 c1: direct index for structure ( uniform int) +0:90 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:90 Constant: 0:90 0 (const uint) 0:90 move second child to first child ( temp 2-component vector of int) @@ -1211,8 +1211,8 @@ gl_FragCoord origin is upper left 0:91 Sequence 0:91 move second child to first child ( temp int) 0:91 'coordTemp' ( temp int) -0:91 c1: direct index for structure (layout( offset=0) uniform int) -0:91 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:91 c1: direct index for structure ( uniform int) +0:91 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:91 Constant: 0:91 0 (const uint) 0:91 move second child to first child ( temp 2-component vector of int) @@ -1232,8 +1232,8 @@ gl_FragCoord origin is upper left 0:92 Sequence 0:92 move second child to first child ( temp int) 0:92 'coordTemp' ( temp int) -0:92 c1: direct index for structure (layout( offset=0) uniform int) -0:92 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:92 c1: direct index for structure ( uniform int) +0:92 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:92 Constant: 0:92 0 (const uint) 0:92 move second child to first child ( temp 2-component vector of int) @@ -1256,8 +1256,8 @@ gl_FragCoord origin is upper left 0:95 Function Call: SomeValue( ( temp 2-component vector of float) 0:95 imageStore ( temp void) 0:95 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:95 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:95 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:95 c2: direct index for structure ( uniform 2-component vector of int) +0:95 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:95 Constant: 0:95 1 (const uint) 0:95 'storeTemp' ( temp 2-component vector of float) @@ -1265,8 +1265,8 @@ gl_FragCoord origin is upper left 0:96 Sequence 0:96 imageStore ( temp void) 0:96 'g_tTex2df2' (layout( rg32f) uniform image2D) -0:96 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:96 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:96 c2: direct index for structure ( uniform 2-component vector of int) +0:96 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:96 Constant: 0:96 1 (const uint) 0:96 'lf2' ( temp 2-component vector of float) @@ -1279,8 +1279,8 @@ gl_FragCoord origin is upper left 0:? 2 (const int) 0:97 imageStore ( temp void) 0:97 'g_tTex2di2' (layout( rg32i) uniform iimage2D) -0:97 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:97 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:97 c2: direct index for structure ( uniform 2-component vector of int) +0:97 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:97 Constant: 0:97 1 (const uint) 0:97 'storeTemp' ( temp 2-component vector of int) @@ -1293,8 +1293,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:98 imageStore ( temp void) 0:98 'g_tTex2du2' (layout( rg32ui) uniform uimage2D) -0:98 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:98 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:98 c2: direct index for structure ( uniform 2-component vector of int) +0:98 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:98 Constant: 0:98 1 (const uint) 0:98 'storeTemp' ( temp 2-component vector of uint) @@ -1305,8 +1305,8 @@ gl_FragCoord origin is upper left 0:101 Function Call: SomeValue( ( temp 2-component vector of float) 0:101 imageStore ( temp void) 0:101 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:101 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:101 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:101 c3: direct index for structure ( uniform 3-component vector of int) +0:101 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:101 Constant: 0:101 2 (const uint) 0:101 'storeTemp' ( temp 2-component vector of float) @@ -1314,8 +1314,8 @@ gl_FragCoord origin is upper left 0:102 Sequence 0:102 imageStore ( temp void) 0:102 'g_tTex3df2' (layout( rg32f) uniform image3D) -0:102 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:102 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:102 c3: direct index for structure ( uniform 3-component vector of int) +0:102 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:102 Constant: 0:102 2 (const uint) 0:102 'lf2' ( temp 2-component vector of float) @@ -1328,8 +1328,8 @@ gl_FragCoord origin is upper left 0:? 6 (const int) 0:103 imageStore ( temp void) 0:103 'g_tTex3di2' (layout( rg32i) uniform iimage3D) -0:103 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:103 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:103 c3: direct index for structure ( uniform 3-component vector of int) +0:103 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:103 Constant: 0:103 2 (const uint) 0:103 'storeTemp' ( temp 2-component vector of int) @@ -1342,8 +1342,8 @@ gl_FragCoord origin is upper left 0:? 2 (const uint) 0:104 imageStore ( temp void) 0:104 'g_tTex3du2' (layout( rg32ui) uniform uimage3D) -0:104 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:104 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:104 c3: direct index for structure ( uniform 3-component vector of int) +0:104 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:104 Constant: 0:104 2 (const uint) 0:104 'storeTemp' ( temp 2-component vector of uint) @@ -1351,22 +1351,22 @@ gl_FragCoord origin is upper left 0:107 Function Call: Fn1(vf2; ( temp 2-component vector of float) 0:107 imageLoad ( temp 2-component vector of float) 0:107 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:107 c1: direct index for structure (layout( offset=0) uniform int) -0:107 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:107 c1: direct index for structure ( uniform int) +0:107 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:107 Constant: 0:107 0 (const uint) 0:108 Function Call: Fn1(vi2; ( temp 2-component vector of int) 0:108 imageLoad ( temp 2-component vector of int) 0:108 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:108 c1: direct index for structure (layout( offset=0) uniform int) -0:108 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:108 c1: direct index for structure ( uniform int) +0:108 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:108 Constant: 0:108 0 (const uint) 0:109 Function Call: Fn1(vu2; ( temp 2-component vector of uint) 0:109 imageLoad ( temp 2-component vector of uint) 0:109 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:109 c1: direct index for structure (layout( offset=0) uniform int) -0:109 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:109 c1: direct index for structure ( uniform int) +0:109 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:109 Constant: 0:109 0 (const uint) 0:111 Comma ( temp void) @@ -1375,8 +1375,8 @@ gl_FragCoord origin is upper left 0:111 Sequence 0:111 imageStore ( temp void) 0:111 'g_tTex1df2' (layout( rg32f) uniform image1D) -0:111 c1: direct index for structure (layout( offset=0) uniform int) -0:111 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:111 c1: direct index for structure ( uniform int) +0:111 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:111 Constant: 0:111 0 (const uint) 0:111 'tempArg' ( temp 2-component vector of float) @@ -1387,8 +1387,8 @@ gl_FragCoord origin is upper left 0:112 Sequence 0:112 imageStore ( temp void) 0:112 'g_tTex1di2' (layout( rg32i) uniform iimage1D) -0:112 c1: direct index for structure (layout( offset=0) uniform int) -0:112 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:112 c1: direct index for structure ( uniform int) +0:112 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:112 Constant: 0:112 0 (const uint) 0:112 'tempArg' ( temp 2-component vector of int) @@ -1399,8 +1399,8 @@ gl_FragCoord origin is upper left 0:113 Sequence 0:113 imageStore ( temp void) 0:113 'g_tTex1du2' (layout( rg32ui) uniform uimage1D) -0:113 c1: direct index for structure (layout( offset=0) uniform int) -0:113 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:113 c1: direct index for structure ( uniform int) +0:113 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:113 Constant: 0:113 0 (const uint) 0:113 'tempArg' ( temp 2-component vector of uint) @@ -1408,8 +1408,8 @@ gl_FragCoord origin is upper left 0:117 Sequence 0:117 move second child to first child ( temp int) 0:117 'coordTemp' ( temp int) -0:117 c1: direct index for structure (layout( offset=0) uniform int) -0:117 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:117 c1: direct index for structure ( uniform int) +0:117 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:117 Constant: 0:117 0 (const uint) 0:117 move second child to first child ( temp 2-component vector of float) @@ -1427,8 +1427,8 @@ gl_FragCoord origin is upper left 0:118 Sequence 0:118 move second child to first child ( temp int) 0:118 'coordTemp' ( temp int) -0:118 c1: direct index for structure (layout( offset=0) uniform int) -0:118 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:118 c1: direct index for structure ( uniform int) +0:118 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:118 Constant: 0:118 0 (const uint) 0:118 move second child to first child ( temp 2-component vector of int) @@ -1446,8 +1446,8 @@ gl_FragCoord origin is upper left 0:119 Sequence 0:119 move second child to first child ( temp int) 0:119 'coordTemp' ( temp int) -0:119 c1: direct index for structure (layout( offset=0) uniform int) -0:119 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:119 c1: direct index for structure ( uniform int) +0:119 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:119 Constant: 0:119 0 (const uint) 0:119 move second child to first child ( temp 2-component vector of uint) @@ -1465,8 +1465,8 @@ gl_FragCoord origin is upper left 0:121 Sequence 0:121 move second child to first child ( temp int) 0:121 'coordTemp' ( temp int) -0:121 c1: direct index for structure (layout( offset=0) uniform int) -0:121 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:121 c1: direct index for structure ( uniform int) +0:121 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:121 Constant: 0:121 0 (const uint) 0:121 move second child to first child ( temp 2-component vector of float) @@ -1484,8 +1484,8 @@ gl_FragCoord origin is upper left 0:122 Sequence 0:122 move second child to first child ( temp int) 0:122 'coordTemp' ( temp int) -0:122 c1: direct index for structure (layout( offset=0) uniform int) -0:122 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:122 c1: direct index for structure ( uniform int) +0:122 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:122 Constant: 0:122 0 (const uint) 0:122 move second child to first child ( temp 2-component vector of int) @@ -1503,8 +1503,8 @@ gl_FragCoord origin is upper left 0:123 Sequence 0:123 move second child to first child ( temp int) 0:123 'coordTemp' ( temp int) -0:123 c1: direct index for structure (layout( offset=0) uniform int) -0:123 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:123 c1: direct index for structure ( uniform int) +0:123 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:123 Constant: 0:123 0 (const uint) 0:123 move second child to first child ( temp 2-component vector of uint) @@ -1522,8 +1522,8 @@ gl_FragCoord origin is upper left 0:126 Sequence 0:126 move second child to first child ( temp int) 0:126 'coordTemp' ( temp int) -0:126 c1: direct index for structure (layout( offset=0) uniform int) -0:126 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:126 c1: direct index for structure ( uniform int) +0:126 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:126 Constant: 0:126 0 (const uint) 0:126 move second child to first child ( temp 2-component vector of float) @@ -1544,8 +1544,8 @@ gl_FragCoord origin is upper left 0:127 Sequence 0:127 move second child to first child ( temp int) 0:127 'coordTemp' ( temp int) -0:127 c1: direct index for structure (layout( offset=0) uniform int) -0:127 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:127 c1: direct index for structure ( uniform int) +0:127 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:127 Constant: 0:127 0 (const uint) 0:127 move second child to first child ( temp 2-component vector of uint) @@ -1566,8 +1566,8 @@ gl_FragCoord origin is upper left 0:128 Sequence 0:128 move second child to first child ( temp int) 0:128 'coordTemp' ( temp int) -0:128 c1: direct index for structure (layout( offset=0) uniform int) -0:128 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:128 c1: direct index for structure ( uniform int) +0:128 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:128 Constant: 0:128 0 (const uint) 0:128 move second child to first child ( temp 2-component vector of int) @@ -1588,8 +1588,8 @@ gl_FragCoord origin is upper left 0:130 Sequence 0:130 move second child to first child ( temp int) 0:130 'coordTemp' ( temp int) -0:130 c1: direct index for structure (layout( offset=0) uniform int) -0:130 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:130 c1: direct index for structure ( uniform int) +0:130 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:130 Constant: 0:130 0 (const uint) 0:130 move second child to first child ( temp 2-component vector of float) @@ -1610,8 +1610,8 @@ gl_FragCoord origin is upper left 0:131 Sequence 0:131 move second child to first child ( temp int) 0:131 'coordTemp' ( temp int) -0:131 c1: direct index for structure (layout( offset=0) uniform int) -0:131 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:131 c1: direct index for structure ( uniform int) +0:131 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:131 Constant: 0:131 0 (const uint) 0:131 move second child to first child ( temp 2-component vector of int) @@ -1632,8 +1632,8 @@ gl_FragCoord origin is upper left 0:132 Sequence 0:132 move second child to first child ( temp int) 0:132 'coordTemp' ( temp int) -0:132 c1: direct index for structure (layout( offset=0) uniform int) -0:132 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:132 c1: direct index for structure ( uniform int) +0:132 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:132 Constant: 0:132 0 (const uint) 0:132 move second child to first child ( temp 2-component vector of uint) @@ -1704,7 +1704,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df2a' (layout( rg32f) uniform image2DArray) 0:? 'g_tTex2di2a' (layout( rg32i) uniform iimage2DArray) 0:? 'g_tTex2du2a' (layout( rg32ui) uniform uimage2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4, layout( offset=96) uniform 2-component vector of float uf2, layout( offset=104) uniform 2-component vector of int ui2, layout( offset=112) uniform 2-component vector of uint uu2}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2}) 0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 diff --git a/Test/baseResults/hlsl.stringtoken.frag.out b/Test/baseResults/hlsl.stringtoken.frag.out index 6846729..c23d663 100644 --- a/Test/baseResults/hlsl.stringtoken.frag.out +++ b/Test/baseResults/hlsl.stringtoken.frag.out @@ -29,8 +29,8 @@ gl_FragCoord origin is upper left 0:16 0 (const int) 0:? Linker Objects 0:? 'TestTexture' ( uniform texture2D) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float TestUF}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float TestUF}) Linked fragment stage: @@ -66,8 +66,8 @@ gl_FragCoord origin is upper left 0:16 0 (const int) 0:? Linker Objects 0:? 'TestTexture' ( uniform texture2D) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float TestUF}) 0:? 'Color' (layout( location=0) out 4-component vector of float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float TestUF}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/baseResults/hlsl.struct.frag.out b/Test/baseResults/hlsl.struct.frag.out index 6560c7b..c01e8fa 100755 --- a/Test/baseResults/hlsl.struct.frag.out +++ b/Test/baseResults/hlsl.struct.frag.out @@ -113,11 +113,11 @@ gl_FragCoord origin is upper left 0:? 'input' ( temp 4-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) 0:? 's2' ( global structure{ temp 4-component vector of float i}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) 0:? 's_ff1' ( in bool Face) @@ -234,11 +234,11 @@ gl_FragCoord origin is upper left 0:? 'input' ( temp 4-component vector of float) 0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) 0:? 's2' ( global structure{ temp 4-component vector of float i}) 0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float) 0:? 'input' (layout( location=0) in 4-component vector of float) 0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4}) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6}) 0:? 's_ff1' ( in bool Face) // Module Version 10000 diff --git a/Test/baseResults/hlsl.structIoFourWay.frag.out b/Test/baseResults/hlsl.structIoFourWay.frag.out index 5765b5b..64c60ed 100755 --- a/Test/baseResults/hlsl.structIoFourWay.frag.out +++ b/Test/baseResults/hlsl.structIoFourWay.frag.out @@ -45,13 +45,13 @@ using depth_greater 0:15 Constant: 0:15 3 (const int) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s}) +0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t}) 0:? 'f' (layout( location=0) out float) 0:? 'g' (layout( location=1) out float) 0:? 'd' ( out float FragDepth) 0:? 'normal' (layout( location=2) out 4-component vector of float) 0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal}) -0:? 'anon@1' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s}) Linked fragment stage: @@ -103,13 +103,13 @@ using depth_greater 0:15 Constant: 0:15 3 (const int) 0:? Linker Objects -0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s}) +0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t}) 0:? 'f' (layout( location=0) out float) 0:? 'g' (layout( location=1) out float) 0:? 'd' ( out float FragDepth) 0:? 'normal' (layout( location=2) out 4-component vector of float) 0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal}) -0:? 'anon@1' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s}) // Module Version 10000 // Generated by (magic number): 80001 @@ -148,16 +148,16 @@ using depth_greater MemberName 56(T) 1 "g" MemberName 56(T) 2 "d" MemberName 56(T) 3 "normal" - Name 57 "buff" - MemberName 57(buff) 0 "t" + Name 57 "$Global" + MemberName 57($Global) 0 "s" Name 59 "" Name 60 "T" MemberName 60(T) 0 "f" MemberName 60(T) 1 "g" MemberName 60(T) 2 "d" MemberName 60(T) 3 "normal" - Name 61 "$Global" - MemberName 61($Global) 0 "s" + Name 61 "buff" + MemberName 61(buff) 0 "t" Name 63 "" MemberDecorate 19(T) 1 Centroid Decorate 21(t) Location 0 @@ -165,19 +165,19 @@ using depth_greater Decorate 46(g) Location 1 Decorate 49(d) BuiltIn FragDepth Decorate 53(normal) Location 2 - MemberDecorate 56(T) 0 Offset 0 - MemberDecorate 56(T) 1 Offset 4 - MemberDecorate 56(T) 2 Offset 8 - MemberDecorate 56(T) 3 Offset 16 - MemberDecorate 57(buff) 0 Offset 96 - Decorate 57(buff) Block + MemberDecorate 56(T) 0 Offset 68 + MemberDecorate 56(T) 1 Offset 72 + MemberDecorate 56(T) 2 Offset 76 + MemberDecorate 56(T) 3 Offset 80 + MemberDecorate 57($Global) 0 Offset 0 + Decorate 57($Global) Block Decorate 59 DescriptorSet 0 - MemberDecorate 60(T) 0 Offset 68 - MemberDecorate 60(T) 1 Offset 72 - MemberDecorate 60(T) 2 Offset 76 - MemberDecorate 60(T) 3 Offset 80 - MemberDecorate 61($Global) 0 Offset 0 - Decorate 61($Global) Block + MemberDecorate 60(T) 0 Offset 0 + MemberDecorate 60(T) 1 Offset 4 + MemberDecorate 60(T) 2 Offset 8 + MemberDecorate 60(T) 3 Offset 16 + MemberDecorate 61(buff) 0 Offset 96 + Decorate 61(buff) Block Decorate 63 DescriptorSet 0 2: TypeVoid 3: TypeFunction 2 @@ -203,12 +203,12 @@ using depth_greater 52: TypePointer Output 7(fvec4) 53(normal): 52(ptr) Variable Output 56(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4) - 57(buff): TypeStruct 56(T) - 58: TypePointer Uniform 57(buff) + 57($Global): TypeStruct 56(T) + 58: TypePointer Uniform 57($Global) 59: 58(ptr) Variable Uniform 60(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4) - 61($Global): TypeStruct 60(T) - 62: TypePointer Uniform 61($Global) + 61(buff): TypeStruct 60(T) + 62: TypePointer Uniform 61(buff) 63: 62(ptr) Variable Uniform 4(main): 2 Function None 3 5: Label diff --git a/Test/baseResults/hlsl.tx.bracket.frag.out b/Test/baseResults/hlsl.tx.bracket.frag.out index 1da45d2..9e1db24 100644 --- a/Test/baseResults/hlsl.tx.bracket.frag.out +++ b/Test/baseResults/hlsl.tx.bracket.frag.out @@ -25,8 +25,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:42 Branch: Return with expression 0:42 Convert int to float ( temp 4-component vector of float) -0:42 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 c4: direct index for structure ( uniform 4-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:42 Constant: 0:42 3 (const uint) 0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -34,8 +34,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:49 textureFetch ( temp 4-component vector of float) 0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D) -0:49 c1: direct index for structure (layout( offset=0) uniform int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:49 c1: direct index for structure ( uniform int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 0 (const uint) 0:49 Constant: @@ -45,8 +45,8 @@ gl_FragCoord origin is upper left 0:51 'r00' ( temp 4-component vector of float) 0:51 textureFetch ( temp 4-component vector of float) 0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) -0:51 c1: direct index for structure (layout( offset=0) uniform int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c1: direct index for structure ( uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 0 (const uint) 0:51 Constant: @@ -56,8 +56,8 @@ gl_FragCoord origin is upper left 0:52 'r01' ( temp 4-component vector of int) 0:52 textureFetch ( temp 4-component vector of int) 0:52 'g_tTex1di4' ( uniform itexture1D) -0:52 c1: direct index for structure (layout( offset=0) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c1: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 0 (const uint) 0:52 Constant: @@ -67,8 +67,8 @@ gl_FragCoord origin is upper left 0:53 'r02' ( temp 4-component vector of uint) 0:53 textureFetch ( temp 4-component vector of uint) 0:53 'g_tTex1du4' ( uniform utexture1D) -0:53 c1: direct index for structure (layout( offset=0) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 0 (const uint) 0:53 Constant: @@ -78,8 +78,8 @@ gl_FragCoord origin is upper left 0:56 'r10' ( temp 4-component vector of float) 0:56 textureFetch ( temp 4-component vector of float) 0:56 'g_tTex2df4' ( uniform texture2D) -0:56 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c2: direct index for structure ( uniform 2-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 1 (const uint) 0:56 Constant: @@ -89,8 +89,8 @@ gl_FragCoord origin is upper left 0:57 'r11' ( temp 4-component vector of int) 0:57 textureFetch ( temp 4-component vector of int) 0:57 'g_tTex2di4' ( uniform itexture2D) -0:57 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c2: direct index for structure ( uniform 2-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 1 (const uint) 0:57 Constant: @@ -100,8 +100,8 @@ gl_FragCoord origin is upper left 0:58 'r12' ( temp 4-component vector of uint) 0:58 textureFetch ( temp 4-component vector of uint) 0:58 'g_tTex2du4' ( uniform utexture2D) -0:58 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c2: direct index for structure ( uniform 2-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 1 (const uint) 0:58 Constant: @@ -111,8 +111,8 @@ gl_FragCoord origin is upper left 0:61 'r20' ( temp 4-component vector of float) 0:61 textureFetch ( temp 4-component vector of float) 0:61 'g_tTex3df4' ( uniform texture3D) -0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 c3: direct index for structure ( uniform 3-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 2 (const uint) 0:61 Constant: @@ -122,8 +122,8 @@ gl_FragCoord origin is upper left 0:62 'r21' ( temp 4-component vector of int) 0:62 textureFetch ( temp 4-component vector of int) 0:62 'g_tTex3di4' ( uniform itexture3D) -0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c3: direct index for structure ( uniform 3-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 2 (const uint) 0:62 Constant: @@ -133,8 +133,8 @@ gl_FragCoord origin is upper left 0:63 'r22' ( temp 4-component vector of uint) 0:63 textureFetch ( temp 4-component vector of uint) 0:63 'g_tTex3du4' ( uniform utexture3D) -0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c3: direct index for structure ( uniform 3-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 2 (const uint) 0:63 Constant: @@ -142,8 +142,8 @@ gl_FragCoord origin is upper left 0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float) 0:66 textureFetch ( temp 4-component vector of float) 0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D) -0:66 c1: direct index for structure (layout( offset=0) uniform int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 c1: direct index for structure ( uniform int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 0 (const uint) 0:66 Constant: @@ -151,8 +151,8 @@ gl_FragCoord origin is upper left 0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int) 0:67 textureFetch ( temp 4-component vector of int) 0:67 'g_tTex1di4' ( uniform itexture1D) -0:67 c1: direct index for structure (layout( offset=0) uniform int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 c1: direct index for structure ( uniform int) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 0 (const uint) 0:67 Constant: @@ -160,8 +160,8 @@ gl_FragCoord origin is upper left 0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint) 0:68 textureFetch ( temp 4-component vector of uint) 0:68 'g_tTex1du4' ( uniform utexture1D) -0:68 c1: direct index for structure (layout( offset=0) uniform int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 c1: direct index for structure ( uniform int) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 0 (const uint) 0:68 Constant: @@ -205,7 +205,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df4a' ( uniform texture2DArray) 0:? 'g_tTex2di4a' ( uniform itexture2DArray) 0:? 'g_tTex2du4a' ( uniform utexture2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) @@ -238,8 +238,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:42 Branch: Return with expression 0:42 Convert int to float ( temp 4-component vector of float) -0:42 c4: direct index for structure (layout( offset=32) uniform 4-component vector of int) -0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:42 c4: direct index for structure ( uniform 4-component vector of int) +0:42 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:42 Constant: 0:42 3 (const uint) 0:45 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color}) @@ -247,8 +247,8 @@ gl_FragCoord origin is upper left 0:? Sequence 0:49 textureFetch ( temp 4-component vector of float) 0:49 'g_tTex1df4' (layout( binding=0) uniform texture1D) -0:49 c1: direct index for structure (layout( offset=0) uniform int) -0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:49 c1: direct index for structure ( uniform int) +0:49 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:49 Constant: 0:49 0 (const uint) 0:49 Constant: @@ -258,8 +258,8 @@ gl_FragCoord origin is upper left 0:51 'r00' ( temp 4-component vector of float) 0:51 textureFetch ( temp 4-component vector of float) 0:51 'g_tTex1df4' (layout( binding=0) uniform texture1D) -0:51 c1: direct index for structure (layout( offset=0) uniform int) -0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:51 c1: direct index for structure ( uniform int) +0:51 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:51 Constant: 0:51 0 (const uint) 0:51 Constant: @@ -269,8 +269,8 @@ gl_FragCoord origin is upper left 0:52 'r01' ( temp 4-component vector of int) 0:52 textureFetch ( temp 4-component vector of int) 0:52 'g_tTex1di4' ( uniform itexture1D) -0:52 c1: direct index for structure (layout( offset=0) uniform int) -0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:52 c1: direct index for structure ( uniform int) +0:52 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:52 Constant: 0:52 0 (const uint) 0:52 Constant: @@ -280,8 +280,8 @@ gl_FragCoord origin is upper left 0:53 'r02' ( temp 4-component vector of uint) 0:53 textureFetch ( temp 4-component vector of uint) 0:53 'g_tTex1du4' ( uniform utexture1D) -0:53 c1: direct index for structure (layout( offset=0) uniform int) -0:53 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:53 c1: direct index for structure ( uniform int) +0:53 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:53 Constant: 0:53 0 (const uint) 0:53 Constant: @@ -291,8 +291,8 @@ gl_FragCoord origin is upper left 0:56 'r10' ( temp 4-component vector of float) 0:56 textureFetch ( temp 4-component vector of float) 0:56 'g_tTex2df4' ( uniform texture2D) -0:56 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:56 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:56 c2: direct index for structure ( uniform 2-component vector of int) +0:56 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:56 Constant: 0:56 1 (const uint) 0:56 Constant: @@ -302,8 +302,8 @@ gl_FragCoord origin is upper left 0:57 'r11' ( temp 4-component vector of int) 0:57 textureFetch ( temp 4-component vector of int) 0:57 'g_tTex2di4' ( uniform itexture2D) -0:57 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:57 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:57 c2: direct index for structure ( uniform 2-component vector of int) +0:57 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:57 Constant: 0:57 1 (const uint) 0:57 Constant: @@ -313,8 +313,8 @@ gl_FragCoord origin is upper left 0:58 'r12' ( temp 4-component vector of uint) 0:58 textureFetch ( temp 4-component vector of uint) 0:58 'g_tTex2du4' ( uniform utexture2D) -0:58 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int) -0:58 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:58 c2: direct index for structure ( uniform 2-component vector of int) +0:58 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:58 Constant: 0:58 1 (const uint) 0:58 Constant: @@ -324,8 +324,8 @@ gl_FragCoord origin is upper left 0:61 'r20' ( temp 4-component vector of float) 0:61 textureFetch ( temp 4-component vector of float) 0:61 'g_tTex3df4' ( uniform texture3D) -0:61 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:61 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:61 c3: direct index for structure ( uniform 3-component vector of int) +0:61 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:61 Constant: 0:61 2 (const uint) 0:61 Constant: @@ -335,8 +335,8 @@ gl_FragCoord origin is upper left 0:62 'r21' ( temp 4-component vector of int) 0:62 textureFetch ( temp 4-component vector of int) 0:62 'g_tTex3di4' ( uniform itexture3D) -0:62 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:62 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:62 c3: direct index for structure ( uniform 3-component vector of int) +0:62 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:62 Constant: 0:62 2 (const uint) 0:62 Constant: @@ -346,8 +346,8 @@ gl_FragCoord origin is upper left 0:63 'r22' ( temp 4-component vector of uint) 0:63 textureFetch ( temp 4-component vector of uint) 0:63 'g_tTex3du4' ( uniform utexture3D) -0:63 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int) -0:63 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:63 c3: direct index for structure ( uniform 3-component vector of int) +0:63 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:63 Constant: 0:63 2 (const uint) 0:63 Constant: @@ -355,8 +355,8 @@ gl_FragCoord origin is upper left 0:66 Function Call: Fn1(vf4; ( temp 4-component vector of float) 0:66 textureFetch ( temp 4-component vector of float) 0:66 'g_tTex1df4' (layout( binding=0) uniform texture1D) -0:66 c1: direct index for structure (layout( offset=0) uniform int) -0:66 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:66 c1: direct index for structure ( uniform int) +0:66 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:66 Constant: 0:66 0 (const uint) 0:66 Constant: @@ -364,8 +364,8 @@ gl_FragCoord origin is upper left 0:67 Function Call: Fn1(vi4; ( temp 4-component vector of int) 0:67 textureFetch ( temp 4-component vector of int) 0:67 'g_tTex1di4' ( uniform itexture1D) -0:67 c1: direct index for structure (layout( offset=0) uniform int) -0:67 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:67 c1: direct index for structure ( uniform int) +0:67 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:67 Constant: 0:67 0 (const uint) 0:67 Constant: @@ -373,8 +373,8 @@ gl_FragCoord origin is upper left 0:68 Function Call: Fn1(vu4; ( temp 4-component vector of uint) 0:68 textureFetch ( temp 4-component vector of uint) 0:68 'g_tTex1du4' ( uniform utexture1D) -0:68 c1: direct index for structure (layout( offset=0) uniform int) -0:68 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:68 c1: direct index for structure ( uniform int) +0:68 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:68 Constant: 0:68 0 (const uint) 0:68 Constant: @@ -418,7 +418,7 @@ gl_FragCoord origin is upper left 0:? 'g_tTex2df4a' ( uniform texture2DArray) 0:? 'g_tTex2di4a' ( uniform itexture2DArray) 0:? 'g_tTex2du4a' ( uniform utexture2DArray) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4}) +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4}) 0:? 'Color' (layout( location=0) out 4-component vector of float) // Module Version 10000 diff --git a/Test/baseResults/hlsl.typeGraphCopy.vert.out b/Test/baseResults/hlsl.typeGraphCopy.vert.out index 2ab6c21..7d55c44 100755 --- a/Test/baseResults/hlsl.typeGraphCopy.vert.out +++ b/Test/baseResults/hlsl.typeGraphCopy.vert.out @@ -8,8 +8,8 @@ Shader version: 450 0:23 b: direct index for structure ( temp float) 0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b}) 0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2}) -0:23 foo: direct index for structure (layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3}) -0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) +0:23 foo: direct index for structure ( uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3}) +0:23 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) 0:23 Constant: 0:23 0 (const uint) 0:23 Constant: @@ -25,8 +25,8 @@ Shader version: 450 0:? '@entryPointOutput' (layout( location=0) out float) 0:22 Function Call: @main( ( temp float) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) 0:? '@entryPointOutput' (layout( location=0) out float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) Linked vertex stage: @@ -41,8 +41,8 @@ Shader version: 450 0:23 b: direct index for structure ( temp float) 0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b}) 0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2}) -0:23 foo: direct index for structure (layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3}) -0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) +0:23 foo: direct index for structure ( uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3}) +0:23 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) 0:23 Constant: 0:23 0 (const uint) 0:23 Constant: @@ -58,8 +58,8 @@ Shader version: 450 0:? '@entryPointOutput' (layout( location=0) out float) 0:22 Function Call: @main( ( temp float) 0:? Linker Objects +0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) 0:? '@entryPointOutput' (layout( location=0) out float) -0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo}) // Module Version 10000 // Generated by (magic number): 80001 diff --git a/Test/hlsl.amend.frag b/Test/hlsl.amend.frag index c9fd69b..7c18273 100755 --- a/Test/hlsl.amend.frag +++ b/Test/hlsl.amend.frag @@ -1,6 +1,6 @@ float4 a; float b; - +static float4 m = a * b; void f1() { a * b; diff --git a/glslang/Include/revision.h b/glslang/Include/revision.h index 2ff3372..7482128 100644 --- a/glslang/Include/revision.h +++ b/glslang/Include/revision.h @@ -2,5 +2,5 @@ // For the version, it uses the latest git tag followed by the number of commits. // For the date, it uses the current date (when then script is run). -#define GLSLANG_REVISION "Overload400-PrecQual.1930" +#define GLSLANG_REVISION "Overload400-PrecQual.1931" #define GLSLANG_DATE "22-Mar-2017" diff --git a/glslang/MachineIndependent/ParseContextBase.cpp b/glslang/MachineIndependent/ParseContextBase.cpp index 946eb71..d2b6b26 100644 --- a/glslang/MachineIndependent/ParseContextBase.cpp +++ b/glslang/MachineIndependent/ParseContextBase.cpp @@ -226,7 +226,8 @@ void TParseContextBase::rValueErrorCheck(const TSourceLoc& loc, const char* op, // Add 'symbol' to the list of deferred linkage symbols, which // are later processed in finish(), at which point the symbol // must still be valid. -// It is okay if the symbol's type will be subsequently edited. +// It is okay if the symbol's type will be subsequently edited; +// the modifications will be tracked. void TParseContextBase::trackLinkage(TSymbol& symbol) { if (!parsingBuiltins) @@ -532,19 +533,18 @@ void TParseContextBase::parseSwizzleSelector(const TSourceLoc& loc, const TStrin // void TParseContextBase::growGlobalUniformBlock(TSourceLoc& loc, TType& memberType, TString& memberName, TTypeList* typeList) { - // make the global block, if not yet made + // Make the global block, if not yet made. if (globalUniformBlock == nullptr) { - TString& blockName = *NewPoolTString(getGlobalUniformBlockName()); TQualifier blockQualifier; blockQualifier.clear(); blockQualifier.storage = EvqUniform; - TType blockType(new TTypeList, blockName, blockQualifier); - TString* instanceName = NewPoolTString(""); - globalUniformBlock = new TVariable(instanceName, blockType, true); + TType blockType(new TTypeList, *NewPoolTString(getGlobalUniformBlockName()), blockQualifier); + setUniformBlockDefaults(blockType); + globalUniformBlock = new TVariable(NewPoolTString(""), blockType, true); firstNewMember = 0; } - // add the requested member as a member to the block + // Add the requested member as a member to the global block. TType* type = new TType; type->shallowCopy(memberType); type->setFieldName(memberName); @@ -552,36 +552,20 @@ void TParseContextBase::growGlobalUniformBlock(TSourceLoc& loc, TType& memberTyp type->setStruct(typeList); TTypeLoc typeLoc = {type, loc}; globalUniformBlock->getType().getWritableStruct()->push_back(typeLoc); -} - -// -// Insert into the symbol table the global uniform block created in -// growGlobalUniformBlock(). The variables added as members won't be -// found unless this is done. -// -bool TParseContextBase::insertGlobalUniformBlock() -{ - if (globalUniformBlock == nullptr) - return true; - int numMembers = (int)globalUniformBlock->getType().getStruct()->size(); - bool inserted = false; + // Insert into the symbol table. if (firstNewMember == 0) { // This is the first request; we need a normal symbol table insert - inserted = symbolTable.insert(*globalUniformBlock); - if (inserted) + if (symbolTable.insert(*globalUniformBlock)) trackLinkage(*globalUniformBlock); - } else if (firstNewMember <= numMembers) { + else + error(loc, "failed to insert the global constant buffer", "uniform", ""); + } else { // This is a follow-on request; we need to amend the first insert - inserted = symbolTable.amend(*globalUniformBlock, firstNewMember); - } - - if (inserted) { - finalizeGlobalUniformBlockLayout(*globalUniformBlock); - firstNewMember = numMembers; + symbolTable.amend(*globalUniformBlock, firstNewMember); } - return inserted; + ++firstNewMember; } void TParseContextBase::finish() diff --git a/glslang/MachineIndependent/ParseHelper.h b/glslang/MachineIndependent/ParseHelper.h index 035b0fd..61db6fe 100644 --- a/glslang/MachineIndependent/ParseHelper.h +++ b/glslang/MachineIndependent/ParseHelper.h @@ -136,11 +136,7 @@ public: TSymbolTable& symbolTable; // symbol table that goes with the current language, version, and profile // Manage the global uniform block (default uniforms in GLSL, $Global in HLSL) - // TODO: This could perhaps get its own object, but the current design doesn't work - // yet when new uniform variables are declared between function definitions, so - // this is pending getting a fully functional design. virtual void growGlobalUniformBlock(TSourceLoc&, TType&, TString& memberName, TTypeList* typeList = nullptr); - virtual bool insertGlobalUniformBlock(); virtual bool lValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*); virtual void rValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*); @@ -177,7 +173,8 @@ protected: TVariable* globalUniformBlock; // the actual block, inserted into the symbol table int firstNewMember; // the index of the first member not yet inserted into the symbol table // override this to set the language-specific name - virtual const char* getGlobalUniformBlockName() { return ""; } + virtual const char* getGlobalUniformBlockName() const { return ""; } + virtual void setUniformBlockDefaults(TType& block) const { } virtual void finalizeGlobalUniformBlockLayout(TVariable&) { } virtual void outputMessage(const TSourceLoc&, const char* szReason, const char* szToken, const char* szExtraInfoFormat, TPrefixType prefix, diff --git a/hlsl/hlslParseHelper.cpp b/hlsl/hlslParseHelper.cpp index 0f326a4..ae1d69d 100755 --- a/hlsl/hlslParseHelper.cpp +++ b/hlsl/hlslParseHelper.cpp @@ -1513,11 +1513,6 @@ TIntermAggregate* HlslParseContext::handleFunctionDefinition(const TSourceLoc& l // rest of this function doesn't care. entryPointTree = transformEntryPoint(loc, function, attributes); - // Insert the $Global constant buffer. - // TODO: this design fails if new members are declared between function definitions. - if (! insertGlobalUniformBlock()) - error(loc, "failed to insert the global constant buffer", "uniform", ""); - // // New symbol table scope for body of function plus its arguments // @@ -6701,13 +6696,6 @@ void HlslParseContext::declareBlock(const TSourceLoc& loc, TType& type, const TS trackLinkage(variable); } -void HlslParseContext::finalizeGlobalUniformBlockLayout(TVariable& block) -{ - block.getWritableType().getQualifier().layoutPacking = ElpStd140; - block.getWritableType().getQualifier().layoutMatrix = ElmRowMajor; - fixBlockUniformOffsets(block.getType().getQualifier(), *block.getWritableType().getWritableStruct()); -} - // // "For a block, this process applies to the entire block, or until the first member // is reached that has a location layout qualifier. When a block member is declared with a location diff --git a/hlsl/hlslParseHelper.h b/hlsl/hlslParseHelper.h index aea1fca..2d19681 100755 --- a/hlsl/hlslParseHelper.h +++ b/hlsl/hlslParseHelper.h @@ -54,7 +54,12 @@ public: void setLimits(const TBuiltInResource&) override; bool parseShaderStrings(TPpContext&, TInputScanner& input, bool versionWillBeError = false) override; - virtual const char* getGlobalUniformBlockName() override { return "$Global"; } + virtual const char* getGlobalUniformBlockName() const override { return "$Global"; } + virtual void setUniformBlockDefaults(TType& block) const override + { + block.getQualifier().layoutPacking = ElpStd140; + block.getQualifier().layoutMatrix = ElmRowMajor; + } void reservedPpErrorCheck(const TSourceLoc&, const char* /*name*/, const char* /*op*/) override { } bool lineContinuationCheck(const TSourceLoc&, bool /*endOfComment*/) override { return true; } @@ -140,7 +145,6 @@ public: TIntermTyped* constructAggregate(TIntermNode*, const TType&, int, const TSourceLoc&); TIntermTyped* constructBuiltIn(const TType&, TOperator, TIntermTyped*, const TSourceLoc&, bool subset); void declareBlock(const TSourceLoc&, TType&, const TString* instanceName = 0, TArraySizes* arraySizes = 0); - void finalizeGlobalUniformBlockLayout(TVariable& block) override; void fixBlockLocations(const TSourceLoc&, TQualifier&, TTypeList&, bool memberWithLocation, bool memberWithoutLocation); void fixBlockXfbOffsets(TQualifier&, TTypeList&); void fixBlockUniformOffsets(const TQualifier&, TTypeList&); -- 2.7.4