You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


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WARNING: 0:40: 'typedef' : struct-member initializers ignored 
WARNING: 0:40: 'typedef' : struct-member initializers ignored 

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gl_FragCoord origin is upper left
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0:2        0.000000
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0:5      Constant:
0:5        0.400000
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0:6    move second child to first child ( temp float)
0:6      'a5' ( global float)
0:6      Constant:
0:6        0.500000
0:6    move second child to first child ( temp float)
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0:6      Constant:
0:6        1.500000
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0:9    move second child to first child ( temp structure{ temp int f})
0:9      'single1' ( global structure{ temp int f})
0:9      Constant:
0:9        10 (const int)
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0:12    move second child to first child ( temp structure{ temp 2-component vector of uint v})
0:12      'single2' ( global structure{ temp 2-component vector of uint v})
0:12      Constant:
0:12        1 (const uint)
0:12        2 (const uint)
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0:15    move second child to first child ( temp structure{ temp structure{ temp int f} s1})
0:15      'single3' ( global structure{ temp structure{ temp int f} s1})
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0:18    move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1})
0:18      'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
0:18      Constant:
0:18        4 (const uint)
0:18        5 (const uint)
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0:22          'a2' ( temp 4-component vector of float)
0:?           Constant:
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0:?             0.300000
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0:32        move second child to first child ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:32          's2i' ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:32          Construct structure ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:32            Constant:
0:32              9 (const int)
0:32            'a5' ( global float)
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0:32              Comma ( temp float)
0:32                'a3' ( global float)
0:32                'a4' ( global float)
0:32              Constant:
0:32                12 (const int)
0:32        move second child to first child ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:32          's2' ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:?           Construct structure ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:32            Constant:
0:32              9 (const int)
0:32            'a5' ( global float)
0:?             Construct structure ( temp structure{ temp float f,  temp int i})
0:32              Comma ( temp float)
0:32                'a3' ( global float)
0:32                'a4' ( global float)
0:32              Constant:
0:32                12 (const int)
0:33      Sequence
0:33        move second child to first child ( temp float)
0:33          'a8' ( temp float)
0:33          Comma ( temp float)
0:33            'a2' ( temp 4-component vector of float)
0:33            'b2' ( global float)
0:33        move second child to first child ( temp float)
0:33          'a9' ( temp float)
0:33          'a5' ( global float)
0:35      Branch: Return with expression
0:35        component-wise multiply ( temp 4-component vector of float)
0:35          'input' ( in 4-component vector of float)
0:35          'a1' ( global 4-component vector of float)
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0:21      move second child to first child ( temp 4-component vector of float)
0:?         'input' ( temp 4-component vector of float)
0:?         'input' (layout( location=0) in 4-component vector of float)
0:21      move second child to first child ( temp 4-component vector of float)
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0:?           'input' ( temp 4-component vector of float)
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0:?     'b1' ( global 4-component vector of float)
0:?     'a1i' ( global 4-component vector of float)
0:?     'b1i' ( global 4-component vector of float)
0:?     'a2' ( global float)
0:?     'b2' ( global float)
0:?     'a3' ( global float)
0:?     'b3' ( global float)
0:?     'a4' ( global float)
0:?     'b4' ( global float)
0:?     'c4' ( global float)
0:?     'a5' ( global float)
0:?     'b5' ( global float)
0:?     'c5' ( global float)
0:?     'single1' ( global structure{ temp int f})
0:?     'single2' ( global structure{ temp 2-component vector of uint v})
0:?     'single3' ( global structure{ temp structure{ temp int f} s1})
0:?     'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:?     'input' (layout( location=0) in 4-component vector of float)
0:?     'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform float a, layout( row_major std140) uniform float b, layout( row_major std140) uniform float c})


Linked fragment stage:


Shader version: 500
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0:? Sequence
0:1  Sequence
0:1    move second child to first child ( temp 4-component vector of float)
0:1      'a1' ( global 4-component vector of float)
0:?       Constant:
0:?         1.000000
0:?         0.500000
0:?         0.000000
0:?         1.000000
0:1    move second child to first child ( temp 4-component vector of float)
0:1      'b1' ( global 4-component vector of float)
0:?       Constant:
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0:4    move second child to first child ( temp float)
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0:5  Sequence
0:5    move second child to first child ( temp float)
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0:5      Constant:
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0:6    move second child to first child ( temp float)
0:6      'a5' ( global float)
0:6      Constant:
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0:6    move second child to first child ( temp float)
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0:9    move second child to first child ( temp structure{ temp int f})
0:9      'single1' ( global structure{ temp int f})
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0:12    move second child to first child ( temp structure{ temp 2-component vector of uint v})
0:12      'single2' ( global structure{ temp 2-component vector of uint v})
0:12      Constant:
0:12        1 (const uint)
0:12        2 (const uint)
0:15  Sequence
0:15    move second child to first child ( temp structure{ temp structure{ temp int f} s1})
0:15      'single3' ( global structure{ temp structure{ temp int f} s1})
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0:15        3 (const int)
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0:18    move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1})
0:18      'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
0:18      Constant:
0:18        4 (const uint)
0:18        5 (const uint)
0:21  Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:21    Function Parameters: 
0:21      'input' ( in 4-component vector of float)
0:?     Sequence
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0:22        move second child to first child ( temp 4-component vector of float)
0:22          'a2' ( temp 4-component vector of float)
0:?           Constant:
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0:?             0.300000
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0:?             0.500000
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0:32        move second child to first child ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:32          's2i' ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:32          Construct structure ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:32            Constant:
0:32              9 (const int)
0:32            'a5' ( global float)
0:32            Construct structure ( temp structure{ temp float f,  temp int i})
0:32              Comma ( temp float)
0:32                'a3' ( global float)
0:32                'a4' ( global float)
0:32              Constant:
0:32                12 (const int)
0:32        move second child to first child ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:32          's2' ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:?           Construct structure ( temp structure{ temp int j,  temp float g,  temp structure{ temp float f,  temp int i} s1})
0:32            Constant:
0:32              9 (const int)
0:32            'a5' ( global float)
0:?             Construct structure ( temp structure{ temp float f,  temp int i})
0:32              Comma ( temp float)
0:32                'a3' ( global float)
0:32                'a4' ( global float)
0:32              Constant:
0:32                12 (const int)
0:33      Sequence
0:33        move second child to first child ( temp float)
0:33          'a8' ( temp float)
0:33          Comma ( temp float)
0:33            'a2' ( temp 4-component vector of float)
0:33            'b2' ( global float)
0:33        move second child to first child ( temp float)
0:33          'a9' ( temp float)
0:33          'a5' ( global float)
0:35      Branch: Return with expression
0:35        component-wise multiply ( temp 4-component vector of float)
0:35          'input' ( in 4-component vector of float)
0:35          'a1' ( global 4-component vector of float)
0:21  Function Definition: ShaderFunction( ( temp void)
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0:?     Sequence
0:21      move second child to first child ( temp 4-component vector of float)
0:?         'input' ( temp 4-component vector of float)
0:?         'input' (layout( location=0) in 4-component vector of float)
0:21      move second child to first child ( temp 4-component vector of float)
0:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:21        Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:?           'input' ( temp 4-component vector of float)
0:?   Linker Objects
0:?     'a1' ( global 4-component vector of float)
0:?     'b1' ( global 4-component vector of float)
0:?     'a1i' ( global 4-component vector of float)
0:?     'b1i' ( global 4-component vector of float)
0:?     'a2' ( global float)
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0:?     'a3' ( global float)
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0:?     'single1' ( global structure{ temp int f})
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0:?     'single3' ( global structure{ temp structure{ temp int f} s1})
0:?     'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
0:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
// Generated by (magic number): 80007
// Id's are bound by 110

                              Capability Shader
               1:             ExtInstImport  "GLSL.std.450"
                              MemoryModel Logical GLSL450
                              EntryPoint Fragment 4  "ShaderFunction" 98 101
                              ExecutionMode 4 OriginUpperLeft
                              Source HLSL 500
                              Name 4  "ShaderFunction"
                              Name 11  "@ShaderFunction(vf4;"
                              Name 10  "input"
                              Name 14  "a1"
                              Name 19  "b1"
                              Name 25  "a1i"
                              Name 26  "b1i"
                              Name 28  "a2"
                              Name 30  "b3"
                              Name 32  "b4"
                              Name 34  "a5"
                              Name 35  "c5"
                              Name 38  "Single1"
                              MemberName 38(Single1) 0  "f"
                              Name 40  "single1"
                              Name 45  "Single2"
                              MemberName 45(Single2) 0  "v"
                              Name 47  "single2"
                              Name 52  "Single3"
                              MemberName 52(Single3) 0  "s1"
                              Name 54  "single3"
                              Name 58  "Single4"
                              MemberName 58(Single4) 0  "s1"
                              Name 60  "single4"
                              Name 66  "a2"
                              Name 68  "S1"
                              MemberName 68(S1) 0  "f"
                              MemberName 68(S1) 1  "i"
                              Name 69  "S2"
                              MemberName 69(S2) 0  "j"
                              MemberName 69(S2) 1  "g"
                              MemberName 69(S2) 2  "s1"
                              Name 71  "s2i"
                              Name 74  "a3"
                              Name 75  "a4"
                              Name 80  "s2"
                              Name 86  "a8"
                              Name 87  "b2"
                              Name 89  "a9"
                              Name 96  "input"
                              Name 98  "input"
                              Name 101  "@entryPointOutput"
                              Name 102  "param"
                              Name 105  "c4"
                              Name 106  "b5"
                              Name 107  "Constants"
                              MemberName 107(Constants) 0  "a"
                              MemberName 107(Constants) 1  "b"
                              MemberName 107(Constants) 2  "c"
                              Name 109  ""
                              Decorate 98(input) Location 0
                              Decorate 101(@entryPointOutput) Location 0
                              MemberDecorate 107(Constants) 0 Offset 0
                              MemberDecorate 107(Constants) 1 Offset 4
                              MemberDecorate 107(Constants) 2 Offset 8
                              Decorate 107(Constants) Block
                              Decorate 109 DescriptorSet 0
                              Decorate 109 Binding 0
               2:             TypeVoid
               3:             TypeFunction 2
               6:             TypeFloat 32
               7:             TypeVector 6(float) 4
               8:             TypePointer Function 7(fvec4)
               9:             TypeFunction 7(fvec4) 8(ptr)
              13:             TypePointer Private 7(fvec4)
          14(a1):     13(ptr) Variable Private
              15:    6(float) Constant 1065353216
              16:    6(float) Constant 1056964608
              17:    6(float) Constant 0
              18:    7(fvec4) ConstantComposite 15 16 17 15
          19(b1):     13(ptr) Variable Private
              20:    6(float) Constant 1073741824
              21:    6(float) Constant 1075838976
              22:    6(float) Constant 1074161254
              23:    6(float) Constant 1074580685
              24:    7(fvec4) ConstantComposite 20 21 22 23
         25(a1i):     13(ptr) Variable Private
         26(b1i):     13(ptr) Variable Private
              27:             TypePointer Private 6(float)
          28(a2):     27(ptr) Variable Private
              29:    6(float) Constant 1045220557
          30(b3):     27(ptr) Variable Private
              31:    6(float) Constant 1050253722
          32(b4):     27(ptr) Variable Private
              33:    6(float) Constant 1053609165
          34(a5):     27(ptr) Variable Private
          35(c5):     27(ptr) Variable Private
              36:    6(float) Constant 1069547520
              37:             TypeInt 32 1
     38(Single1):             TypeStruct 37(int)
              39:             TypePointer Private 38(Single1)
     40(single1):     39(ptr) Variable Private
              41:     37(int) Constant 10
              42: 38(Single1) ConstantComposite 41
              43:             TypeInt 32 0
              44:             TypeVector 43(int) 2
     45(Single2):             TypeStruct 44(ivec2)
              46:             TypePointer Private 45(Single2)
     47(single2):     46(ptr) Variable Private
              48:     43(int) Constant 1
              49:     43(int) Constant 2
              50:   44(ivec2) ConstantComposite 48 49
              51: 45(Single2) ConstantComposite 50
     52(Single3):             TypeStruct 38(Single1)
              53:             TypePointer Private 52(Single3)
     54(single3):     53(ptr) Variable Private
              55:     37(int) Constant 3
              56: 38(Single1) ConstantComposite 55
              57: 52(Single3) ConstantComposite 56
     58(Single4):             TypeStruct 45(Single2)
              59:             TypePointer Private 58(Single4)
     60(single4):     59(ptr) Variable Private
              61:     43(int) Constant 4
              62:     43(int) Constant 5
              63:   44(ivec2) ConstantComposite 61 62
              64: 45(Single2) ConstantComposite 63
              65: 58(Single4) ConstantComposite 64
              67:    7(fvec4) ConstantComposite 29 31 33 16
          68(S1):             TypeStruct 6(float) 37(int)
          69(S2):             TypeStruct 37(int) 6(float) 68(S1)
              70:             TypePointer Function 69(S2)
              72:     37(int) Constant 9
          74(a3):     27(ptr) Variable Private
          75(a4):     27(ptr) Variable Private
              77:     37(int) Constant 12
              85:             TypePointer Function 6(float)
          87(b2):     27(ptr) Variable Private
              97:             TypePointer Input 7(fvec4)
       98(input):     97(ptr) Variable Input
             100:             TypePointer Output 7(fvec4)
101(@entryPointOutput):    100(ptr) Variable Output
         105(c4):     27(ptr) Variable Private
         106(b5):     27(ptr) Variable Private
  107(Constants):             TypeStruct 6(float) 6(float) 6(float)
             108:             TypePointer Uniform 107(Constants)
             109:    108(ptr) Variable Uniform
4(ShaderFunction):           2 Function None 3
               5:             Label
       96(input):      8(ptr) Variable Function
      102(param):      8(ptr) Variable Function
                              Store 14(a1) 18
                              Store 19(b1) 24
                              Store 25(a1i) 18
                              Store 26(b1i) 24
                              Store 28(a2) 29
                              Store 30(b3) 31
                              Store 32(b4) 33
                              Store 34(a5) 16
                              Store 35(c5) 36
                              Store 40(single1) 42
                              Store 47(single2) 51
                              Store 54(single3) 57
                              Store 60(single4) 65
              99:    7(fvec4) Load 98(input)
                              Store 96(input) 99
             103:    7(fvec4) Load 96(input)
                              Store 102(param) 103
             104:    7(fvec4) FunctionCall 11(@ShaderFunction(vf4;) 102(param)
                              Store 101(@entryPointOutput) 104
                              Return
                              FunctionEnd
11(@ShaderFunction(vf4;):    7(fvec4) Function None 9
       10(input):      8(ptr) FunctionParameter
              12:             Label
          66(a2):      8(ptr) Variable Function
         71(s2i):     70(ptr) Variable Function
          80(s2):     70(ptr) Variable Function
          86(a8):     85(ptr) Variable Function
          89(a9):     85(ptr) Variable Function
                              Store 66(a2) 67
              73:    6(float) Load 34(a5)
              76:    6(float) Load 75(a4)
              78:      68(S1) CompositeConstruct 76 77
              79:      69(S2) CompositeConstruct 72 73 78
                              Store 71(s2i) 79
              81:    6(float) Load 34(a5)
              82:    6(float) Load 75(a4)
              83:      68(S1) CompositeConstruct 82 77
              84:      69(S2) CompositeConstruct 72 81 83
                              Store 80(s2) 84
              88:    6(float) Load 87(b2)
                              Store 86(a8) 88
              90:    6(float) Load 34(a5)
                              Store 89(a9) 90
              91:    7(fvec4) Load 10(input)
              92:    7(fvec4) Load 14(a1)
              93:    7(fvec4) FMul 91 92
                              ReturnValue 93
                              FunctionEnd