1hlsl.partialInit.frag
2WARNING: 0:35: 'cgf2a' : variable with qualifier 'const' not initialized; zero initializing
3WARNING: 0:36: 'ci' : variable with qualifier 'const' not initialized; zero initializing
4
5Shader version: 500
6gl_FragCoord origin is upper left
70:? Sequence
80:8  Sequence
90:8    move second child to first child ( temp 4-component vector of float)
100:8      'gv' ( global 4-component vector of float)
110:8      Constant:
120:8        0.000000
130:8        0.000000
140:8        1.000000
150:8        0.000000
160:9  Sequence
170:9    move second child to first child ( temp 3-element array of float)
180:9      'gfa' ( global 3-element array of float)
190:9      Constant:
200:9        0.000000
210:9        0.000000
220:9        0.000000
230:18  Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
240:18    Function Parameters:
250:18      'input' ( in 4-component vector of float)
260:?     Sequence
270:19      Sequence
280:19        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
290:19          'o2' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
300:19          Constant:
310:19            3 (const int)
320:19            0.000000
330:19            false (const bool)
340:19            0.000000
350:19            0.000000
360:19            0.000000
370:19            0.000000
380:21      move second child to first child ( temp 4-component vector of float)
390:21        v: direct index for structure ( temp 4-component vector of float)
400:21          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
410:21          Constant:
420:21            3 (const int)
430:21        vector-scale ( temp 4-component vector of float)
440:21          'gv' ( global 4-component vector of float)
450:21          direct index ( temp float)
460:21            'gfa' ( global 3-element array of float)
470:21            Constant:
480:21              2 (const int)
490:22      Sequence
500:22        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
510:22          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
520:22          Constant:
530:22            0 (const int)
540:22            0.000000
550:22            false (const bool)
560:22            0.000000
570:22            0.000000
580:22            0.000000
590:22            0.000000
600:23      Sequence
610:23        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
620:23          'o3' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
630:23          Constant:
640:23            0 (const int)
650:23            0.000000
660:23            false (const bool)
670:23            0.000000
680:23            0.000000
690:23            0.000000
700:23            0.000000
710:24      move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
720:24        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
730:24        Constant:
740:24          0 (const int)
750:24          0.000000
760:24          false (const bool)
770:24          0.000000
780:24          0.000000
790:24          0.000000
800:24          0.000000
810:25      move second child to first child ( temp bool)
820:25        c: direct index for structure ( temp bool)
830:25          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
840:25          Constant:
850:25            2 (const int)
860:25        c: direct index for structure ( temp bool)
870:25          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
880:25          Constant:
890:25            2 (const int)
900:26      Sequence
910:26        move second child to first child ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
920:26          'nest' ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
930:26          Constant:
940:26            0.000000
950:26            0.000000
960:26            0.000000
970:26            0.000000
980:26            0.000000
990:26            0.000000
1000:26            0.000000
1010:26            0.000000
1020:26            0.000000
1030:26            0.000000
1040:26            0.000000
1050:26            0.000000
1060:26            0 (const int)
1070:26            0.000000
1080:26            false (const bool)
1090:26            0.000000
1100:26            0.000000
1110:26            0.000000
1120:26            0.000000
1130:26            false (const bool)
1140:28      Sequence
1150:28        move second child to first child ( temp 4-element array of 2-component vector of float)
1160:28          'gf2a' ( temp 4-element array of 2-component vector of float)
1170:28          Constant:
1180:28            0.000000
1190:28            0.000000
1200:28            0.000000
1210:28            0.000000
1220:28            0.000000
1230:28            0.000000
1240:28            0.000000
1250:28            0.000000
1260:29      Sequence
1270:29        move second child to first child ( temp int)
1280:29          'cgi' ( temp int)
1290:29          Constant:
1300:29            0 (const int)
1310:30      move second child to first child ( temp float)
1320:30        b: direct index for structure ( temp float)
1330:30          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
1340:30          Constant:
1350:30            1 (const int)
1360:30        component-wise multiply ( temp float)
1370:30          direct index ( temp float)
1380:30            direct index ( temp 2-component vector of float)
1390:30              'gf2a' ( temp 4-element array of 2-component vector of float)
1400:30              Constant:
1410:30                2 (const int)
1420:30            Constant:
1430:30              1 (const int)
1440:30          Convert int to float ( temp float)
1450:30            'cgi' ( temp int)
1460:32      Branch: Return with expression
1470:32        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
1480:18  Function Definition: PixelShaderFunction( ( temp void)
1490:18    Function Parameters:
1500:?     Sequence
1510:18      move second child to first child ( temp 4-component vector of float)
1520:?         'input' ( temp 4-component vector of float)
1530:?         'input' (layout( location=0) in 4-component vector of float)
1540:18      Sequence
1550:18        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
1560:18          'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
1570:18          Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
1580:?             'input' ( temp 4-component vector of float)
1590:18        move second child to first child ( temp int)
1600:?           '@entryPointOutput.a' (layout( location=0) out int)
1610:18          a: direct index for structure ( temp int)
1620:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
1630:18            Constant:
1640:18              0 (const int)
1650:18        move second child to first child ( temp float)
1660:?           '@entryPointOutput.b' (layout( location=1) out float)
1670:18          b: direct index for structure ( temp float)
1680:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
1690:18            Constant:
1700:18              1 (const int)
1710:18        move second child to first child ( temp bool)
1720:?           '@entryPointOutput.c' (layout( location=2) out bool)
1730:18          c: direct index for structure ( temp bool)
1740:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
1750:18            Constant:
1760:18              2 (const int)
1770:18        move second child to first child ( temp 4-component vector of float)
1780:?           '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
1790:18          v: direct index for structure ( temp 4-component vector of float)
1800:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
1810:18            Constant:
1820:18              3 (const int)
1830:?   Linker Objects
1840:?     'gv' ( global 4-component vector of float)
1850:?     'gfa' ( global 3-element array of float)
1860:?     '@entryPointOutput.a' (layout( location=0) out int)
1870:?     '@entryPointOutput.b' (layout( location=1) out float)
1880:?     '@entryPointOutput.c' (layout( location=2) out bool)
1890:?     '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
1900:?     'input' (layout( location=0) in 4-component vector of float)
1910:?     'cgf2a' ( const 3-element array of 2-component vector of float)
1920:?       0.000000
1930:?       0.000000
1940:?       0.000000
1950:?       0.000000
1960:?       0.000000
1970:?       0.000000
1980:?     'ci' ( const int)
1990:?       0 (const int)
200
201
202Linked fragment stage:
203
204
205Shader version: 500
206gl_FragCoord origin is upper left
2070:? Sequence
2080:8  Sequence
2090:8    move second child to first child ( temp 4-component vector of float)
2100:8      'gv' ( global 4-component vector of float)
2110:8      Constant:
2120:8        0.000000
2130:8        0.000000
2140:8        1.000000
2150:8        0.000000
2160:9  Sequence
2170:9    move second child to first child ( temp 3-element array of float)
2180:9      'gfa' ( global 3-element array of float)
2190:9      Constant:
2200:9        0.000000
2210:9        0.000000
2220:9        0.000000
2230:18  Function Definition: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2240:18    Function Parameters:
2250:18      'input' ( in 4-component vector of float)
2260:?     Sequence
2270:19      Sequence
2280:19        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2290:19          'o2' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2300:19          Constant:
2310:19            3 (const int)
2320:19            0.000000
2330:19            false (const bool)
2340:19            0.000000
2350:19            0.000000
2360:19            0.000000
2370:19            0.000000
2380:21      move second child to first child ( temp 4-component vector of float)
2390:21        v: direct index for structure ( temp 4-component vector of float)
2400:21          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2410:21          Constant:
2420:21            3 (const int)
2430:21        vector-scale ( temp 4-component vector of float)
2440:21          'gv' ( global 4-component vector of float)
2450:21          direct index ( temp float)
2460:21            'gfa' ( global 3-element array of float)
2470:21            Constant:
2480:21              2 (const int)
2490:22      Sequence
2500:22        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2510:22          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2520:22          Constant:
2530:22            0 (const int)
2540:22            0.000000
2550:22            false (const bool)
2560:22            0.000000
2570:22            0.000000
2580:22            0.000000
2590:22            0.000000
2600:23      Sequence
2610:23        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2620:23          'o3' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2630:23          Constant:
2640:23            0 (const int)
2650:23            0.000000
2660:23            false (const bool)
2670:23            0.000000
2680:23            0.000000
2690:23            0.000000
2700:23            0.000000
2710:24      move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2720:24        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2730:24        Constant:
2740:24          0 (const int)
2750:24          0.000000
2760:24          false (const bool)
2770:24          0.000000
2780:24          0.000000
2790:24          0.000000
2800:24          0.000000
2810:25      move second child to first child ( temp bool)
2820:25        c: direct index for structure ( temp bool)
2830:25          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2840:25          Constant:
2850:25            2 (const int)
2860:25        c: direct index for structure ( temp bool)
2870:25          'o1' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
2880:25          Constant:
2890:25            2 (const int)
2900:26      Sequence
2910:26        move second child to first child ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
2920:26          'nest' ( temp structure{ temp 4X3 matrix of float m,  temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v} os,  temp bool b})
2930:26          Constant:
2940:26            0.000000
2950:26            0.000000
2960:26            0.000000
2970:26            0.000000
2980:26            0.000000
2990:26            0.000000
3000:26            0.000000
3010:26            0.000000
3020:26            0.000000
3030:26            0.000000
3040:26            0.000000
3050:26            0.000000
3060:26            0 (const int)
3070:26            0.000000
3080:26            false (const bool)
3090:26            0.000000
3100:26            0.000000
3110:26            0.000000
3120:26            0.000000
3130:26            false (const bool)
3140:28      Sequence
3150:28        move second child to first child ( temp 4-element array of 2-component vector of float)
3160:28          'gf2a' ( temp 4-element array of 2-component vector of float)
3170:28          Constant:
3180:28            0.000000
3190:28            0.000000
3200:28            0.000000
3210:28            0.000000
3220:28            0.000000
3230:28            0.000000
3240:28            0.000000
3250:28            0.000000
3260:29      Sequence
3270:29        move second child to first child ( temp int)
3280:29          'cgi' ( temp int)
3290:29          Constant:
3300:29            0 (const int)
3310:30      move second child to first child ( temp float)
3320:30        b: direct index for structure ( temp float)
3330:30          'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
3340:30          Constant:
3350:30            1 (const int)
3360:30        component-wise multiply ( temp float)
3370:30          direct index ( temp float)
3380:30            direct index ( temp 2-component vector of float)
3390:30              'gf2a' ( temp 4-element array of 2-component vector of float)
3400:30              Constant:
3410:30                2 (const int)
3420:30            Constant:
3430:30              1 (const int)
3440:30          Convert int to float ( temp float)
3450:30            'cgi' ( temp int)
3460:32      Branch: Return with expression
3470:32        'o4' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
3480:18  Function Definition: PixelShaderFunction( ( temp void)
3490:18    Function Parameters:
3500:?     Sequence
3510:18      move second child to first child ( temp 4-component vector of float)
3520:?         'input' ( temp 4-component vector of float)
3530:?         'input' (layout( location=0) in 4-component vector of float)
3540:18      Sequence
3550:18        move second child to first child ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
3560:18          'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
3570:18          Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
3580:?             'input' ( temp 4-component vector of float)
3590:18        move second child to first child ( temp int)
3600:?           '@entryPointOutput.a' (layout( location=0) out int)
3610:18          a: direct index for structure ( temp int)
3620:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
3630:18            Constant:
3640:18              0 (const int)
3650:18        move second child to first child ( temp float)
3660:?           '@entryPointOutput.b' (layout( location=1) out float)
3670:18          b: direct index for structure ( temp float)
3680:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
3690:18            Constant:
3700:18              1 (const int)
3710:18        move second child to first child ( temp bool)
3720:?           '@entryPointOutput.c' (layout( location=2) out bool)
3730:18          c: direct index for structure ( temp bool)
3740:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
3750:18            Constant:
3760:18              2 (const int)
3770:18        move second child to first child ( temp 4-component vector of float)
3780:?           '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
3790:18          v: direct index for structure ( temp 4-component vector of float)
3800:18            'flattenTemp' ( temp structure{ temp int a,  temp float b,  temp bool c,  temp 4-component vector of float v})
3810:18            Constant:
3820:18              3 (const int)
3830:?   Linker Objects
3840:?     'gv' ( global 4-component vector of float)
3850:?     'gfa' ( global 3-element array of float)
3860:?     '@entryPointOutput.a' (layout( location=0) out int)
3870:?     '@entryPointOutput.b' (layout( location=1) out float)
3880:?     '@entryPointOutput.c' (layout( location=2) out bool)
3890:?     '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
3900:?     'input' (layout( location=0) in 4-component vector of float)
3910:?     'cgf2a' ( const 3-element array of 2-component vector of float)
3920:?       0.000000
3930:?       0.000000
3940:?       0.000000
3950:?       0.000000
3960:?       0.000000
3970:?       0.000000
3980:?     'ci' ( const int)
3990:?       0 (const int)
400
401// Module Version 10000
402// Generated by (magic number): 80007
403// Id's are bound by 104
404
405                              Capability Shader
406               1:             ExtInstImport  "GLSL.std.450"
407                              MemoryModel Logical GLSL450
408                              EntryPoint Fragment 4  "PixelShaderFunction" 80 87 91 95 99
409                              ExecutionMode 4 OriginUpperLeft
410                              Source HLSL 500
411                              Name 4  "PixelShaderFunction"
412                              Name 11  "outs"
413                              MemberName 11(outs) 0  "a"
414                              MemberName 11(outs) 1  "b"
415                              MemberName 11(outs) 2  "c"
416                              MemberName 11(outs) 3  "v"
417                              Name 14  "@PixelShaderFunction(vf4;"
418                              Name 13  "input"
419                              Name 17  "gv"
420                              Name 25  "gfa"
421                              Name 28  "o2"
422                              Name 33  "o4"
423                              Name 41  "o1"
424                              Name 44  "o3"
425                              Name 51  "Nest"
426                              MemberName 51(Nest) 0  "m"
427                              MemberName 51(Nest) 1  "os"
428                              MemberName 51(Nest) 2  "b"
429                              Name 53  "nest"
430                              Name 61  "gf2a"
431                              Name 65  "cgi"
432                              Name 78  "input"
433                              Name 80  "input"
434                              Name 82  "flattenTemp"
435                              Name 83  "param"
436                              Name 87  "@entryPointOutput.a"
437                              Name 91  "@entryPointOutput.b"
438                              Name 95  "@entryPointOutput.c"
439                              Name 99  "@entryPointOutput.v"
440                              Decorate 80(input) Location 0
441                              Decorate 87(@entryPointOutput.a) Location 0
442                              Decorate 91(@entryPointOutput.b) Location 1
443                              Decorate 95(@entryPointOutput.c) Location 2
444                              Decorate 99(@entryPointOutput.v) Location 3
445               2:             TypeVoid
446               3:             TypeFunction 2
447               6:             TypeFloat 32
448               7:             TypeVector 6(float) 4
449               8:             TypePointer Function 7(fvec4)
450               9:             TypeInt 32 1
451              10:             TypeBool
452        11(outs):             TypeStruct 9(int) 6(float) 10(bool) 7(fvec4)
453              12:             TypeFunction 11(outs) 8(ptr)
454              16:             TypePointer Private 7(fvec4)
455          17(gv):     16(ptr) Variable Private
456              18:    6(float) Constant 0
457              19:    6(float) Constant 1065353216
458              20:    7(fvec4) ConstantComposite 18 18 19 18
459              21:             TypeInt 32 0
460              22:     21(int) Constant 3
461              23:             TypeArray 6(float) 22
462              24:             TypePointer Private 23
463         25(gfa):     24(ptr) Variable Private
464              26:          23 ConstantComposite 18 18 18
465              27:             TypePointer Function 11(outs)
466              29:      9(int) Constant 3
467              30:    10(bool) ConstantFalse
468              31:    7(fvec4) ConstantComposite 18 18 18 18
469              32:    11(outs) ConstantComposite 29 18 30 31
470              35:      9(int) Constant 2
471              36:             TypePointer Private 6(float)
472              42:      9(int) Constant 0
473              43:    11(outs) ConstantComposite 42 18 30 31
474              45:             TypePointer Function 10(bool)
475              49:             TypeVector 6(float) 3
476              50:             TypeMatrix 49(fvec3) 4
477        51(Nest):             TypeStruct 50 11(outs) 10(bool)
478              52:             TypePointer Function 51(Nest)
479              54:   49(fvec3) ConstantComposite 18 18 18
480              55:          50 ConstantComposite 54 54 54 54
481              56:    51(Nest) ConstantComposite 55 43 30
482              57:             TypeVector 6(float) 2
483              58:     21(int) Constant 4
484              59:             TypeArray 57(fvec2) 58
485              60:             TypePointer Function 59
486              62:   57(fvec2) ConstantComposite 18 18
487              63:          59 ConstantComposite 62 62 62 62
488              64:             TypePointer Function 9(int)
489              66:      9(int) Constant 1
490              67:     21(int) Constant 1
491              68:             TypePointer Function 6(float)
492              79:             TypePointer Input 7(fvec4)
493       80(input):     79(ptr) Variable Input
494              86:             TypePointer Output 9(int)
49587(@entryPointOutput.a):     86(ptr) Variable Output
496              90:             TypePointer Output 6(float)
49791(@entryPointOutput.b):     90(ptr) Variable Output
498              94:             TypePointer Output 10(bool)
49995(@entryPointOutput.c):     94(ptr) Variable Output
500              98:             TypePointer Output 7(fvec4)
50199(@entryPointOutput.v):     98(ptr) Variable Output
502             102:             TypeArray 57(fvec2) 22
503             103:         102 ConstantComposite 62 62 62
5044(PixelShaderFunction):           2 Function None 3
505               5:             Label
506       78(input):      8(ptr) Variable Function
507 82(flattenTemp):     27(ptr) Variable Function
508       83(param):      8(ptr) Variable Function
509                              Store 17(gv) 20
510                              Store 25(gfa) 26
511              81:    7(fvec4) Load 80(input)
512                              Store 78(input) 81
513              84:    7(fvec4) Load 78(input)
514                              Store 83(param) 84
515              85:    11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param)
516                              Store 82(flattenTemp) 85
517              88:     64(ptr) AccessChain 82(flattenTemp) 42
518              89:      9(int) Load 88
519                              Store 87(@entryPointOutput.a) 89
520              92:     68(ptr) AccessChain 82(flattenTemp) 66
521              93:    6(float) Load 92
522                              Store 91(@entryPointOutput.b) 93
523              96:     45(ptr) AccessChain 82(flattenTemp) 35
524              97:    10(bool) Load 96
525                              Store 95(@entryPointOutput.c) 97
526             100:      8(ptr) AccessChain 82(flattenTemp) 29
527             101:    7(fvec4) Load 100
528                              Store 99(@entryPointOutput.v) 101
529                              Return
530                              FunctionEnd
53114(@PixelShaderFunction(vf4;):    11(outs) Function None 12
532       13(input):      8(ptr) FunctionParameter
533              15:             Label
534          28(o2):     27(ptr) Variable Function
535          33(o4):     27(ptr) Variable Function
536          41(o1):     27(ptr) Variable Function
537          44(o3):     27(ptr) Variable Function
538        53(nest):     52(ptr) Variable Function
539        61(gf2a):     60(ptr) Variable Function
540         65(cgi):     64(ptr) Variable Function
541                              Store 28(o2) 32
542              34:    7(fvec4) Load 17(gv)
543              37:     36(ptr) AccessChain 25(gfa) 35
544              38:    6(float) Load 37
545              39:    7(fvec4) VectorTimesScalar 34 38
546              40:      8(ptr) AccessChain 33(o4) 29
547                              Store 40 39
548                              Store 41(o1) 43
549                              Store 44(o3) 43
550                              Store 33(o4) 43
551              46:     45(ptr) AccessChain 41(o1) 35
552              47:    10(bool) Load 46
553              48:     45(ptr) AccessChain 33(o4) 35
554                              Store 48 47
555                              Store 53(nest) 56
556                              Store 61(gf2a) 63
557                              Store 65(cgi) 42
558              69:     68(ptr) AccessChain 61(gf2a) 35 67
559              70:    6(float) Load 69
560              71:      9(int) Load 65(cgi)
561              72:    6(float) ConvertSToF 71
562              73:    6(float) FMul 70 72
563              74:     68(ptr) AccessChain 33(o4) 66
564                              Store 74 73
565              75:    11(outs) Load 33(o4)
566                              ReturnValue 75
567                              FunctionEnd
568