HLSL: More robust handling of bad shader input, catching a few more things.
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@@ -26,6 +26,7 @@ void main(out PS_OUTPUT ps_output)
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{
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// local array sized from initializers
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float l_array[] = { 1, 2, 3 };
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int idx;
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ps_output.color = g_array[0] + g_array[4] + l_array[1] + g_mystruct[0].f + g_array[idx];
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}
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