2016-06-12 01:43:14 +03:00
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struct {
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};
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struct {
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bool b;
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};
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struct myS {
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bool b, c;
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float4 a, d;
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};
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myS s1;
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struct {
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float4 i;
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} s2;
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2016-09-17 02:10:39 +03:00
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struct IN_S {
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2016-06-13 08:52:12 +03:00
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linear float4 a;
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nointerpolation bool b;
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noperspective centroid float1 c;
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sample centroid float2 d;
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bool ff1 : SV_IsFrontFace;
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bool ff2 : packoffset(c0.y);
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2016-07-29 23:28:39 +03:00
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bool ff3 : packoffset(c0.y) : register(ps_5_0, s0) ;
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float4 ff4 : VPOS : packoffset(c0.y) : register(ps_5_0, s0) <int bambam=30;> ;
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2016-09-17 02:10:39 +03:00
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};
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2016-06-13 08:52:12 +03:00
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2016-09-28 08:09:32 +03:00
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float ff5 : packoffset(c101.y) : register(ps_5_0, s[5]);
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float ff6 : packoffset(c102.y) : register(s3[5]);
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2016-07-30 19:29:54 +03:00
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2016-09-17 02:10:39 +03:00
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float4 PixelShaderFunction(float4 input, IN_S s) : COLOR0
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2016-06-12 01:43:14 +03:00
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{
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struct FS {
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bool3 b3;
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} s3;
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s3 == s3;
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2016-10-08 19:54:52 +03:00
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s2.i; s.ff4; // no assignments to uniforms, but preserve indirections.
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2016-06-13 08:52:12 +03:00
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return input;
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2016-10-08 19:54:52 +03:00
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}
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