WIP: HLSL: preserve empty structures after splitting
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@@ -188,6 +188,7 @@ Shader version: 450
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0:? 'g_tTexcdf4' (uniform textureCube)
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0:? 'g_tTexcdi4' (uniform itextureCube)
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0:? 'g_tTexcdu4' (uniform utextureCube)
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0:? '@entryPointOutput' (layout(location=0 ) out structure{})
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Linked vertex stage:
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@@ -382,16 +383,17 @@ Shader version: 450
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0:? 'g_tTexcdf4' (uniform textureCube)
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0:? 'g_tTexcdi4' (uniform itextureCube)
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0:? 'g_tTexcdu4' (uniform utextureCube)
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0:? '@entryPointOutput' (layout(location=0 ) out structure{})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 162
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// Id's are bound by 165
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Capability Shader
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Capability Sampled1D
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 158
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EntryPoint Vertex 4 "main" 158 164
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Name 4 "main"
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Name 8 "VS_OUTPUT"
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MemberName 8(VS_OUTPUT) 0 "Pos"
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@@ -424,6 +426,8 @@ Shader version: 450
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Name 149 "vsout"
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Name 158 "@entryPointOutput_Pos"
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Name 161 "g_tTex1df4a"
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Name 162 "VS_OUTPUT"
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Name 164 "@entryPointOutput"
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Decorate 16(g_tTex1df4) DescriptorSet 0
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Decorate 16(g_tTex1df4) Binding 0
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Decorate 20(g_sSamp) DescriptorSet 0
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@@ -442,6 +446,7 @@ Shader version: 450
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Decorate 158(@entryPointOutput_Pos) BuiltIn Position
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Decorate 161(g_tTex1df4a) DescriptorSet 0
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Decorate 161(g_tTex1df4a) Binding 1
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Decorate 164(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@@ -531,6 +536,9 @@ Shader version: 450
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157: TypePointer Output 7(fvec4)
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158(@entryPointOutput_Pos): 157(ptr) Variable Output
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161(g_tTex1df4a): 15(ptr) Variable UniformConstant
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162(VS_OUTPUT): TypeStruct
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163: TypePointer Output 162(VS_OUTPUT)
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164(@entryPointOutput): 163(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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159:8(VS_OUTPUT) FunctionCall 10(@main()
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