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
401Validation failed
402// Module Version 10000
403// Generated by (magic number): 8000a
404// Id's are bound by 104
405
406                              Capability Shader
407               1:             ExtInstImport  "GLSL.std.450"
408                              MemoryModel Logical GLSL450
409                              EntryPoint Fragment 4  "PixelShaderFunction" 80 87 91 95 99
410                              ExecutionMode 4 OriginUpperLeft
411                              Source HLSL 500
412                              Name 4  "PixelShaderFunction"
413                              Name 11  "outs"
414                              MemberName 11(outs) 0  "a"
415                              MemberName 11(outs) 1  "b"
416                              MemberName 11(outs) 2  "c"
417                              MemberName 11(outs) 3  "v"
418                              Name 14  "@PixelShaderFunction(vf4;"
419                              Name 13  "input"
420                              Name 17  "gv"
421                              Name 25  "gfa"
422                              Name 28  "o2"
423                              Name 33  "o4"
424                              Name 41  "o1"
425                              Name 44  "o3"
426                              Name 51  "Nest"
427                              MemberName 51(Nest) 0  "m"
428                              MemberName 51(Nest) 1  "os"
429                              MemberName 51(Nest) 2  "b"
430                              Name 53  "nest"
431                              Name 61  "gf2a"
432                              Name 65  "cgi"
433                              Name 78  "input"
434                              Name 80  "input"
435                              Name 82  "flattenTemp"
436                              Name 83  "param"
437                              Name 87  "@entryPointOutput.a"
438                              Name 91  "@entryPointOutput.b"
439                              Name 95  "@entryPointOutput.c"
440                              Name 99  "@entryPointOutput.v"
441                              Decorate 80(input) Location 0
442                              Decorate 87(@entryPointOutput.a) Location 0
443                              Decorate 91(@entryPointOutput.b) Location 1
444                              Decorate 95(@entryPointOutput.c) Location 2
445                              Decorate 99(@entryPointOutput.v) Location 3
446               2:             TypeVoid
447               3:             TypeFunction 2
448               6:             TypeFloat 32
449               7:             TypeVector 6(float) 4
450               8:             TypePointer Function 7(fvec4)
451               9:             TypeInt 32 1
452              10:             TypeBool
453        11(outs):             TypeStruct 9(int) 6(float) 10(bool) 7(fvec4)
454              12:             TypeFunction 11(outs) 8(ptr)
455              16:             TypePointer Private 7(fvec4)
456          17(gv):     16(ptr) Variable Private
457              18:    6(float) Constant 0
458              19:    6(float) Constant 1065353216
459              20:    7(fvec4) ConstantComposite 18 18 19 18
460              21:             TypeInt 32 0
461              22:     21(int) Constant 3
462              23:             TypeArray 6(float) 22
463              24:             TypePointer Private 23
464         25(gfa):     24(ptr) Variable Private
465              26:          23 ConstantComposite 18 18 18
466              27:             TypePointer Function 11(outs)
467              29:      9(int) Constant 3
468              30:    10(bool) ConstantFalse
469              31:    7(fvec4) ConstantComposite 18 18 18 18
470              32:    11(outs) ConstantComposite 29 18 30 31
471              35:      9(int) Constant 2
472              36:             TypePointer Private 6(float)
473              42:      9(int) Constant 0
474              43:    11(outs) ConstantComposite 42 18 30 31
475              45:             TypePointer Function 10(bool)
476              49:             TypeVector 6(float) 3
477              50:             TypeMatrix 49(fvec3) 4
478        51(Nest):             TypeStruct 50 11(outs) 10(bool)
479              52:             TypePointer Function 51(Nest)
480              54:   49(fvec3) ConstantComposite 18 18 18
481              55:          50 ConstantComposite 54 54 54 54
482              56:    51(Nest) ConstantComposite 55 43 30
483              57:             TypeVector 6(float) 2
484              58:     21(int) Constant 4
485              59:             TypeArray 57(fvec2) 58
486              60:             TypePointer Function 59
487              62:   57(fvec2) ConstantComposite 18 18
488              63:          59 ConstantComposite 62 62 62 62
489              64:             TypePointer Function 9(int)
490              66:      9(int) Constant 1
491              67:     21(int) Constant 1
492              68:             TypePointer Function 6(float)
493              79:             TypePointer Input 7(fvec4)
494       80(input):     79(ptr) Variable Input
495              86:             TypePointer Output 9(int)
49687(@entryPointOutput.a):     86(ptr) Variable Output
497              90:             TypePointer Output 6(float)
49891(@entryPointOutput.b):     90(ptr) Variable Output
499              94:             TypePointer Output 10(bool)
50095(@entryPointOutput.c):     94(ptr) Variable Output
501              98:             TypePointer Output 7(fvec4)
50299(@entryPointOutput.v):     98(ptr) Variable Output
503             102:             TypeArray 57(fvec2) 22
504             103:         102 ConstantComposite 62 62 62
5054(PixelShaderFunction):           2 Function None 3
506               5:             Label
507       78(input):      8(ptr) Variable Function
508 82(flattenTemp):     27(ptr) Variable Function
509       83(param):      8(ptr) Variable Function
510                              Store 17(gv) 20
511                              Store 25(gfa) 26
512              81:    7(fvec4) Load 80(input)
513                              Store 78(input) 81
514              84:    7(fvec4) Load 78(input)
515                              Store 83(param) 84
516              85:    11(outs) FunctionCall 14(@PixelShaderFunction(vf4;) 83(param)
517                              Store 82(flattenTemp) 85
518              88:     64(ptr) AccessChain 82(flattenTemp) 42
519              89:      9(int) Load 88
520                              Store 87(@entryPointOutput.a) 89
521              92:     68(ptr) AccessChain 82(flattenTemp) 66
522              93:    6(float) Load 92
523                              Store 91(@entryPointOutput.b) 93
524              96:     45(ptr) AccessChain 82(flattenTemp) 35
525              97:    10(bool) Load 96
526                              Store 95(@entryPointOutput.c) 97
527             100:      8(ptr) AccessChain 82(flattenTemp) 29
528             101:    7(fvec4) Load 100
529                              Store 99(@entryPointOutput.v) 101
530                              Return
531                              FunctionEnd
53214(@PixelShaderFunction(vf4;):    11(outs) Function None 12
533       13(input):      8(ptr) FunctionParameter
534              15:             Label
535          28(o2):     27(ptr) Variable Function
536          33(o4):     27(ptr) Variable Function
537          41(o1):     27(ptr) Variable Function
538          44(o3):     27(ptr) Variable Function
539        53(nest):     52(ptr) Variable Function
540        61(gf2a):     60(ptr) Variable Function
541         65(cgi):     64(ptr) Variable Function
542                              Store 28(o2) 32
543              34:    7(fvec4) Load 17(gv)
544              37:     36(ptr) AccessChain 25(gfa) 35
545              38:    6(float) Load 37
546              39:    7(fvec4) VectorTimesScalar 34 38
547              40:      8(ptr) AccessChain 33(o4) 29
548                              Store 40 39
549                              Store 41(o1) 43
550                              Store 44(o3) 43
551                              Store 33(o4) 43
552              46:     45(ptr) AccessChain 41(o1) 35
553              47:    10(bool) Load 46
554              48:     45(ptr) AccessChain 33(o4) 35
555                              Store 48 47
556                              Store 53(nest) 56
557                              Store 61(gf2a) 63
558                              Store 65(cgi) 42
559              69:     68(ptr) AccessChain 61(gf2a) 35 67
560              70:    6(float) Load 69
561              71:      9(int) Load 65(cgi)
562              72:    6(float) ConvertSToF 71
563              73:    6(float) FMul 70 72
564              74:     68(ptr) AccessChain 33(o4) 66
565                              Store 74 73
566              75:    11(outs) Load 33(o4)
567                              ReturnValue 75
568                              FunctionEnd
569