593 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			593 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
hlsl.sample.dx9.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:15  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15    Function Parameters: 
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0:?     Sequence
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0:18      Sequence
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0:18        move second child to first child ( temp 4-component vector of float)
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0:18          'ColorOut' ( temp 4-component vector of float)
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0:18          Constant:
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0:18            0.000000
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0:18            0.000000
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0:18            0.000000
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0:18            0.000000
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0:20      add second child into first child ( temp 4-component vector of float)
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0:20        'ColorOut' ( temp 4-component vector of float)
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0:20        texture ( temp 4-component vector of float)
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0:20          'g_sam' (layout( binding=0) uniform sampler2D)
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0:20          Constant:
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0:20            0.400000
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0:20            0.300000
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0:21      add second child into first child ( temp 4-component vector of float)
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0:21        'ColorOut' ( temp 4-component vector of float)
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0:21        texture ( temp 4-component vector of float)
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0:21          'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:21          Constant:
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0:21            0.500000
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0:22      add second child into first child ( temp 4-component vector of float)
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0:22        'ColorOut' ( temp 4-component vector of float)
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0:22        texture ( temp 4-component vector of float)
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0:22          'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:22          Constant:
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0:22            0.500000
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0:22            0.600000
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0:23      add second child into first child ( temp 4-component vector of float)
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0:23        'ColorOut' ( temp 4-component vector of float)
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0:23        texture ( temp 4-component vector of float)
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0:23          'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:23          Constant:
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0:23            0.500000
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0:23            0.600000
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0:23            0.400000
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0:24      add second child into first child ( temp 4-component vector of float)
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0:24        'ColorOut' ( temp 4-component vector of float)
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0:24        texture ( temp 4-component vector of float)
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0:24          'g_samCube' (layout( binding=4) uniform samplerCube)
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0:24          Constant:
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0:24            0.500000
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0:24            0.600000
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0:24            0.400000
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0:26      add second child into first child ( temp 4-component vector of float)
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0:26        'ColorOut' ( temp 4-component vector of float)
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0:26        textureLod ( temp 4-component vector of float)
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0:26          'g_sam' (layout( binding=0) uniform sampler2D)
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0:26          Construct vec2 ( temp 2-component vector of float)
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0:26            Constant:
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0:26              0.400000
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0:26              0.300000
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0:26              0.000000
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0:26              0.000000
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0:26          direct index ( temp float)
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0:26            Constant:
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0:26              0.400000
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0:26              0.300000
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0:26              0.000000
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0:26              0.000000
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0:26            Constant:
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0:26              3 (const int)
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0:27      add second child into first child ( temp 4-component vector of float)
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0:27        'ColorOut' ( temp 4-component vector of float)
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0:27        textureLod ( temp 4-component vector of float)
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0:27          'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:27          Construct float ( temp float)
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0:27            Constant:
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0:27              0.500000
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0:27              0.000000
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0:27              0.000000
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0:27              0.000000
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0:27          direct index ( temp float)
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0:27            Constant:
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0:27              0.500000
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0:27              0.000000
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0:27              0.000000
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0:27              0.000000
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0:27            Constant:
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0:27              3 (const int)
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0:28      add second child into first child ( temp 4-component vector of float)
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0:28        'ColorOut' ( temp 4-component vector of float)
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0:28        textureLod ( temp 4-component vector of float)
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0:28          'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:28          Construct vec2 ( temp 2-component vector of float)
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0:28            Constant:
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0:28              0.500000
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0:28              0.600000
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0:28              0.000000
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0:28              0.000000
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0:28          direct index ( temp float)
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0:28            Constant:
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0:28              0.500000
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0:28              0.600000
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0:28              0.000000
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0:28              0.000000
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0:28            Constant:
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0:28              3 (const int)
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0:29      add second child into first child ( temp 4-component vector of float)
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0:29        'ColorOut' ( temp 4-component vector of float)
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0:29        textureLod ( temp 4-component vector of float)
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0:29          'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:29          Construct vec3 ( temp 3-component vector of float)
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0:29            Constant:
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0:29              0.500000
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0:29              0.600000
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0:29              0.400000
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0:29              0.000000
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0:29          direct index ( temp float)
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0:29            Constant:
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0:29              0.500000
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0:29              0.600000
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0:29              0.400000
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0:29              0.000000
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0:29            Constant:
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0:29              3 (const int)
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0:30      add second child into first child ( temp 4-component vector of float)
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0:30        'ColorOut' ( temp 4-component vector of float)
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0:30        textureLod ( temp 4-component vector of float)
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0:30          'g_samCube' (layout( binding=4) uniform samplerCube)
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0:30          Construct vec3 ( temp 3-component vector of float)
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0:30            Constant:
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0:30              0.500000
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0:30              0.600000
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0:30              0.400000
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0:30              0.000000
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0:30          direct index ( temp float)
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0:30            Constant:
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0:30              0.500000
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0:30              0.600000
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0:30              0.400000
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0:30              0.000000
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0:30            Constant:
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0:30              3 (const int)
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0:32      move second child to first child ( temp 4-component vector of float)
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0:32        Color: direct index for structure ( temp 4-component vector of float)
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0:32          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:32          Constant:
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0:32            0 (const int)
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0:32        divide ( temp 4-component vector of float)
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0:32          'ColorOut' ( temp 4-component vector of float)
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0:32          Constant:
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0:32            10.000000
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0:33      move second child to first child ( temp float)
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0:33        Depth: direct index for structure ( temp float)
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0:33          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:33          Constant:
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0:33            1 (const int)
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0:33        Constant:
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0:33          1.000000
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0:35      Branch: Return with expression
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0:35        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15  Function Definition: main( ( temp void)
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0:15    Function Parameters: 
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0:?     Sequence
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0:15      Sequence
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0:15        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15        move second child to first child ( temp 4-component vector of float)
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0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:15          Color: direct index for structure ( temp 4-component vector of float)
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0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15            Constant:
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0:15              0 (const int)
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0:15        move second child to first child ( temp float)
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0:?           '@entryPointOutput.Depth' ( out float FragDepth)
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0:15          Depth: direct index for structure ( temp float)
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0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15            Constant:
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0:15              1 (const int)
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0:?   Linker Objects
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0:?     'g_sam' (layout( binding=0) uniform sampler2D)
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0:?     'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:?     'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:?     'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:?     'g_samCube' (layout( binding=4) uniform samplerCube)
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0:?     '@entryPointOutput.Depth' ( out float FragDepth)
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0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:15  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15    Function Parameters: 
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0:?     Sequence
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0:18      Sequence
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0:18        move second child to first child ( temp 4-component vector of float)
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0:18          'ColorOut' ( temp 4-component vector of float)
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0:18          Constant:
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0:18            0.000000
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0:18            0.000000
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0:18            0.000000
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0:18            0.000000
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0:20      add second child into first child ( temp 4-component vector of float)
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0:20        'ColorOut' ( temp 4-component vector of float)
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0:20        texture ( temp 4-component vector of float)
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0:20          'g_sam' (layout( binding=0) uniform sampler2D)
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0:20          Constant:
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0:20            0.400000
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0:20            0.300000
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0:21      add second child into first child ( temp 4-component vector of float)
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0:21        'ColorOut' ( temp 4-component vector of float)
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0:21        texture ( temp 4-component vector of float)
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0:21          'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:21          Constant:
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0:21            0.500000
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0:22      add second child into first child ( temp 4-component vector of float)
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0:22        'ColorOut' ( temp 4-component vector of float)
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0:22        texture ( temp 4-component vector of float)
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0:22          'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:22          Constant:
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0:22            0.500000
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0:22            0.600000
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0:23      add second child into first child ( temp 4-component vector of float)
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0:23        'ColorOut' ( temp 4-component vector of float)
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0:23        texture ( temp 4-component vector of float)
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0:23          'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:23          Constant:
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0:23            0.500000
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0:23            0.600000
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0:23            0.400000
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0:24      add second child into first child ( temp 4-component vector of float)
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0:24        'ColorOut' ( temp 4-component vector of float)
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0:24        texture ( temp 4-component vector of float)
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0:24          'g_samCube' (layout( binding=4) uniform samplerCube)
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0:24          Constant:
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0:24            0.500000
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0:24            0.600000
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0:24            0.400000
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0:26      add second child into first child ( temp 4-component vector of float)
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0:26        'ColorOut' ( temp 4-component vector of float)
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0:26        textureLod ( temp 4-component vector of float)
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0:26          'g_sam' (layout( binding=0) uniform sampler2D)
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0:26          Construct vec2 ( temp 2-component vector of float)
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0:26            Constant:
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0:26              0.400000
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0:26              0.300000
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0:26              0.000000
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0:26              0.000000
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0:26          direct index ( temp float)
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0:26            Constant:
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0:26              0.400000
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0:26              0.300000
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0:26              0.000000
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0:26              0.000000
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0:26            Constant:
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0:26              3 (const int)
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0:27      add second child into first child ( temp 4-component vector of float)
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0:27        'ColorOut' ( temp 4-component vector of float)
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0:27        textureLod ( temp 4-component vector of float)
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0:27          'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:27          Construct float ( temp float)
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0:27            Constant:
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0:27              0.500000
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0:27              0.000000
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0:27              0.000000
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0:27              0.000000
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0:27          direct index ( temp float)
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0:27            Constant:
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0:27              0.500000
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0:27              0.000000
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0:27              0.000000
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0:27              0.000000
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0:27            Constant:
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0:27              3 (const int)
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0:28      add second child into first child ( temp 4-component vector of float)
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0:28        'ColorOut' ( temp 4-component vector of float)
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0:28        textureLod ( temp 4-component vector of float)
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0:28          'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:28          Construct vec2 ( temp 2-component vector of float)
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0:28            Constant:
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0:28              0.500000
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0:28              0.600000
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0:28              0.000000
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0:28              0.000000
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0:28          direct index ( temp float)
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0:28            Constant:
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0:28              0.500000
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0:28              0.600000
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0:28              0.000000
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0:28              0.000000
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0:28            Constant:
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0:28              3 (const int)
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0:29      add second child into first child ( temp 4-component vector of float)
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0:29        'ColorOut' ( temp 4-component vector of float)
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0:29        textureLod ( temp 4-component vector of float)
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0:29          'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:29          Construct vec3 ( temp 3-component vector of float)
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						|
0:29            Constant:
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0:29              0.500000
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0:29              0.600000
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0:29              0.400000
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0:29              0.000000
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0:29          direct index ( temp float)
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0:29            Constant:
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0:29              0.500000
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0:29              0.600000
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0:29              0.400000
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0:29              0.000000
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0:29            Constant:
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0:29              3 (const int)
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0:30      add second child into first child ( temp 4-component vector of float)
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0:30        'ColorOut' ( temp 4-component vector of float)
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0:30        textureLod ( temp 4-component vector of float)
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0:30          'g_samCube' (layout( binding=4) uniform samplerCube)
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0:30          Construct vec3 ( temp 3-component vector of float)
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						|
0:30            Constant:
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0:30              0.500000
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0:30              0.600000
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0:30              0.400000
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0:30              0.000000
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0:30          direct index ( temp float)
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0:30            Constant:
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0:30              0.500000
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0:30              0.600000
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0:30              0.400000
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0:30              0.000000
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0:30            Constant:
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0:30              3 (const int)
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0:32      move second child to first child ( temp 4-component vector of float)
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0:32        Color: direct index for structure ( temp 4-component vector of float)
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0:32          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:32          Constant:
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0:32            0 (const int)
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0:32        divide ( temp 4-component vector of float)
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0:32          'ColorOut' ( temp 4-component vector of float)
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0:32          Constant:
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0:32            10.000000
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0:33      move second child to first child ( temp float)
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0:33        Depth: direct index for structure ( temp float)
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0:33          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:33          Constant:
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0:33            1 (const int)
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0:33        Constant:
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0:33          1.000000
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0:35      Branch: Return with expression
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0:35        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15  Function Definition: main( ( temp void)
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0:15    Function Parameters: 
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0:?     Sequence
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0:15      Sequence
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0:15        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15        move second child to first child ( temp 4-component vector of float)
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0:?           '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:15          Color: direct index for structure ( temp 4-component vector of float)
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0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15            Constant:
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0:15              0 (const int)
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0:15        move second child to first child ( temp float)
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0:?           '@entryPointOutput.Depth' ( out float FragDepth)
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0:15          Depth: direct index for structure ( temp float)
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0:15            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
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0:15            Constant:
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0:15              1 (const int)
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0:?   Linker Objects
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0:?     'g_sam' (layout( binding=0) uniform sampler2D)
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0:?     'g_sam1D' (layout( binding=1) uniform sampler1D)
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0:?     'g_sam2D' (layout( binding=2) uniform sampler2D)
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0:?     'g_sam3D' (layout( binding=3) uniform sampler3D)
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0:?     'g_samCube' (layout( binding=4) uniform samplerCube)
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0:?     '@entryPointOutput.Depth' ( out float FragDepth)
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0:?     '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 135
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                              Capability Shader
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                              Capability Sampled1D
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               2:             ExtInstImport  "GLSL.std.450"
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                              MemoryModel Logical GLSL450
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                              EntryPoint Fragment 5  "main" 128 132
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                              ExecutionMode 5 OriginUpperLeft
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                              ExecutionMode 5 DepthReplacing
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               1:             String  ""
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                              Source HLSL 500 1  "// OpModuleProcessed auto-map-locations
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// OpModuleProcessed auto-map-bindings
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// OpModuleProcessed entry-point main
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// OpModuleProcessed client vulkan100
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// OpModuleProcessed target-env vulkan1.0
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// OpModuleProcessed keep-uncalled
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// OpModuleProcessed hlsl-offsets
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#line 1
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"
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                              Name 5  "main"
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                              Name 9  "PS_OUTPUT"
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                              MemberName 9(PS_OUTPUT) 0  "Color"
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                              MemberName 9(PS_OUTPUT) 1  "Depth"
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                              Name 11  "@main("
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                              Name 14  "ColorOut"
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                              Name 20  "g_sam"
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                              Name 32  "g_sam1D"
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                              Name 38  "g_sam2D"
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                              Name 48  "g_sam3D"
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                              Name 58  "g_samCube"
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                              Name 110  "psout"
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                              Name 125  "flattenTemp"
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                              Name 128  "@entryPointOutput.Color"
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                              Name 132  "@entryPointOutput.Depth"
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                              Decorate 20(g_sam) DescriptorSet 0
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                              Decorate 20(g_sam) Binding 0
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                              Decorate 32(g_sam1D) DescriptorSet 0
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                              Decorate 32(g_sam1D) Binding 1
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                              Decorate 38(g_sam2D) DescriptorSet 0
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                              Decorate 38(g_sam2D) Binding 2
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                              Decorate 48(g_sam3D) DescriptorSet 0
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                              Decorate 48(g_sam3D) Binding 3
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                              Decorate 58(g_samCube) DescriptorSet 0
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                              Decorate 58(g_samCube) Binding 4
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                              Decorate 128(@entryPointOutput.Color) Location 0
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                              Decorate 132(@entryPointOutput.Depth) BuiltIn FragDepth
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               3:             TypeVoid
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               4:             TypeFunction 3
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               7:             TypeFloat 32
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               8:             TypeVector 7(float) 4
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    9(PS_OUTPUT):             TypeStruct 8(fvec4) 7(float)
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              10:             TypeFunction 9(PS_OUTPUT)
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              13:             TypePointer Function 8(fvec4)
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              15:    7(float) Constant 0
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              16:    8(fvec4) ConstantComposite 15 15 15 15
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              17:             TypeImage 7(float) 2D sampled format:Unknown
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              18:             TypeSampledImage 17
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              19:             TypePointer UniformConstant 18
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       20(g_sam):     19(ptr) Variable UniformConstant
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              22:             TypeVector 7(float) 2
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              23:    7(float) Constant 1053609165
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              24:    7(float) Constant 1050253722
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              25:   22(fvec2) ConstantComposite 23 24
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              29:             TypeImage 7(float) 1D sampled format:Unknown
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              30:             TypeSampledImage 29
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              31:             TypePointer UniformConstant 30
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     32(g_sam1D):     31(ptr) Variable UniformConstant
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              34:    7(float) Constant 1056964608
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     38(g_sam2D):     19(ptr) Variable UniformConstant
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              40:    7(float) Constant 1058642330
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              41:   22(fvec2) ConstantComposite 34 40
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              45:             TypeImage 7(float) 3D sampled format:Unknown
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              46:             TypeSampledImage 45
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              47:             TypePointer UniformConstant 46
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     48(g_sam3D):     47(ptr) Variable UniformConstant
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              50:             TypeVector 7(float) 3
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              51:   50(fvec3) ConstantComposite 34 40 23
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              55:             TypeImage 7(float) Cube sampled format:Unknown
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              56:             TypeSampledImage 55
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              57:             TypePointer UniformConstant 56
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   58(g_samCube):     57(ptr) Variable UniformConstant
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              64:    8(fvec4) ConstantComposite 23 24 15 15
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              68:             TypeInt 32 0
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              69:     68(int) Constant 3
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              75:    8(fvec4) ConstantComposite 34 15 15 15
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              82:    8(fvec4) ConstantComposite 34 40 15 15
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              91:    8(fvec4) ConstantComposite 34 40 23 15
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             109:             TypePointer Function 9(PS_OUTPUT)
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             111:             TypeInt 32 1
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             112:    111(int) Constant 0
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             114:    7(float) Constant 1092616192
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             118:    111(int) Constant 1
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             119:    7(float) Constant 1065353216
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             120:             TypePointer Function 7(float)
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             127:             TypePointer Output 8(fvec4)
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128(@entryPointOutput.Color):    127(ptr) Variable Output
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             131:             TypePointer Output 7(float)
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132(@entryPointOutput.Depth):    131(ptr) Variable Output
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         5(main):           3 Function None 4
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               6:             Label
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125(flattenTemp):    109(ptr) Variable Function
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                              Line 1 15 0
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             126:9(PS_OUTPUT) FunctionCall 11(@main()
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                              Store 125(flattenTemp) 126
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             129:     13(ptr) AccessChain 125(flattenTemp) 112
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             130:    8(fvec4) Load 129
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                              Store 128(@entryPointOutput.Color) 130
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             133:    120(ptr) AccessChain 125(flattenTemp) 118
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             134:    7(float) Load 133
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                              Store 132(@entryPointOutput.Depth) 134
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                              Return
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                              FunctionEnd
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      11(@main():9(PS_OUTPUT) Function None 10
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              12:             Label
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    14(ColorOut):     13(ptr) Variable Function
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      110(psout):    109(ptr) Variable Function
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                              Line 1 18 0
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                              Store 14(ColorOut) 16
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                              Line 1 20 0
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              21:          18 Load 20(g_sam)
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              26:    8(fvec4) ImageSampleImplicitLod 21 25
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              27:    8(fvec4) Load 14(ColorOut)
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              28:    8(fvec4) FAdd 27 26
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                              Store 14(ColorOut) 28
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                              Line 1 21 0
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              33:          30 Load 32(g_sam1D)
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              35:    8(fvec4) ImageSampleImplicitLod 33 34
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              36:    8(fvec4) Load 14(ColorOut)
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              37:    8(fvec4) FAdd 36 35
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                              Store 14(ColorOut) 37
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                              Line 1 22 0
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              39:          18 Load 38(g_sam2D)
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              42:    8(fvec4) ImageSampleImplicitLod 39 41
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              43:    8(fvec4) Load 14(ColorOut)
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              44:    8(fvec4) FAdd 43 42
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                              Store 14(ColorOut) 44
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                              Line 1 23 0
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              49:          46 Load 48(g_sam3D)
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              52:    8(fvec4) ImageSampleImplicitLod 49 51
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              53:    8(fvec4) Load 14(ColorOut)
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              54:    8(fvec4) FAdd 53 52
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                              Store 14(ColorOut) 54
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                              Line 1 24 0
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              59:          56 Load 58(g_samCube)
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              60:    8(fvec4) ImageSampleImplicitLod 59 51
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              61:    8(fvec4) Load 14(ColorOut)
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              62:    8(fvec4) FAdd 61 60
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                              Store 14(ColorOut) 62
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                              Line 1 26 0
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              63:          18 Load 20(g_sam)
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              65:    7(float) CompositeExtract 64 0
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              66:    7(float) CompositeExtract 64 1
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              67:   22(fvec2) CompositeConstruct 65 66
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              70:    7(float) CompositeExtract 64 3
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              71:    8(fvec4) ImageSampleExplicitLod 63 67 Lod 70
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              72:    8(fvec4) Load 14(ColorOut)
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              73:    8(fvec4) FAdd 72 71
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                              Store 14(ColorOut) 73
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                              Line 1 27 0
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              74:          30 Load 32(g_sam1D)
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              76:    7(float) CompositeExtract 75 0
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              77:    7(float) CompositeExtract 75 3
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              78:    8(fvec4) ImageSampleExplicitLod 74 76 Lod 77
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              79:    8(fvec4) Load 14(ColorOut)
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              80:    8(fvec4) FAdd 79 78
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                              Store 14(ColorOut) 80
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                              Line 1 28 0
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              81:          18 Load 38(g_sam2D)
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              83:    7(float) CompositeExtract 82 0
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              84:    7(float) CompositeExtract 82 1
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              85:   22(fvec2) CompositeConstruct 83 84
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              86:    7(float) CompositeExtract 82 3
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              87:    8(fvec4) ImageSampleExplicitLod 81 85 Lod 86
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              88:    8(fvec4) Load 14(ColorOut)
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              89:    8(fvec4) FAdd 88 87
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                              Store 14(ColorOut) 89
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                              Line 1 29 0
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              90:          46 Load 48(g_sam3D)
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              92:    7(float) CompositeExtract 91 0
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              93:    7(float) CompositeExtract 91 1
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              94:    7(float) CompositeExtract 91 2
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              95:   50(fvec3) CompositeConstruct 92 93 94
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              96:    7(float) CompositeExtract 91 3
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              97:    8(fvec4) ImageSampleExplicitLod 90 95 Lod 96
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              98:    8(fvec4) Load 14(ColorOut)
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              99:    8(fvec4) FAdd 98 97
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                              Store 14(ColorOut) 99
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                              Line 1 30 0
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             100:          56 Load 58(g_samCube)
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             101:    7(float) CompositeExtract 91 0
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             102:    7(float) CompositeExtract 91 1
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             103:    7(float) CompositeExtract 91 2
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             104:   50(fvec3) CompositeConstruct 101 102 103
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             105:    7(float) CompositeExtract 91 3
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             106:    8(fvec4) ImageSampleExplicitLod 100 104 Lod 105
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             107:    8(fvec4) Load 14(ColorOut)
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             108:    8(fvec4) FAdd 107 106
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                              Store 14(ColorOut) 108
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                              Line 1 32 0
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             113:    8(fvec4) Load 14(ColorOut)
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             115:    8(fvec4) CompositeConstruct 114 114 114 114
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             116:    8(fvec4) FDiv 113 115
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             117:     13(ptr) AccessChain 110(psout) 112
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                              Store 117 116
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                              Line 1 33 0
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             121:    120(ptr) AccessChain 110(psout) 118
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                              Store 121 119
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                              Line 1 35 0
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             122:9(PS_OUTPUT) Load 110(psout)
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                              ReturnValue 122
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                              FunctionEnd
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