WIP: HLSL: preserve empty structures after splitting
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@@ -42,6 +42,7 @@ Shader version: 450
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0:16 Constant:
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0:16 0 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out structure{})
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0:? 'Pos_in' (layout(location=0 ) in 4-component vector of float)
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0:? 'Pos_loose' (layout(location=1 ) in 4-component vector of float)
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@@ -92,17 +93,18 @@ Shader version: 450
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0:16 Constant:
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0:16 0 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out structure{})
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0:? 'Pos_in' (layout(location=0 ) in 4-component vector of float)
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0:? 'Pos_loose' (layout(location=1 ) in 4-component vector of float)
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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 45
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// Id's are bound by 48
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 31 35 38
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EntryPoint Vertex 4 "main" 31 35 38 47
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Name 4 "main"
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Name 8 "VS_INPUT"
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MemberName 8(VS_INPUT) 0 "Pos_in"
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@@ -119,9 +121,12 @@ Shader version: 450
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Name 38 "@entryPointOutput_Pos"
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Name 39 "param"
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Name 41 "param"
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Name 45 "VS_OUTPUT"
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Name 47 "@entryPointOutput"
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Decorate 31(Pos_in) Location 0
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Decorate 35(Pos_loose) Location 1
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Decorate 38(@entryPointOutput_Pos) BuiltIn Position
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Decorate 47(@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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@@ -139,6 +144,9 @@ Shader version: 450
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35(Pos_loose): 30(ptr) Variable Input
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37: TypePointer Output 7(fvec4)
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38(@entryPointOutput_Pos): 37(ptr) Variable Output
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45(VS_OUTPUT): TypeStruct
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46: TypePointer Output 45(VS_OUTPUT)
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47(@entryPointOutput): 46(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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29(vsin): 9(ptr) Variable Function
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