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