HLSL: Broaden solution for #940, editing integer input for 'flat'.
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@@ -79,7 +79,7 @@ gl_FragCoord origin is upper left
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:? 's_ff1' ( in bool Face)
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0:? 's_ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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0:40 ff2: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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@@ -118,7 +118,7 @@ gl_FragCoord origin is upper left
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:? 's_ff1' ( in bool Face)
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0:? 's_ff1' ( flat in bool Face)
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Linked fragment stage:
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@@ -200,7 +200,7 @@ gl_FragCoord origin is upper left
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:? 's_ff1' ( in bool Face)
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0:? 's_ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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0:40 ff2: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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@@ -239,7 +239,7 @@ gl_FragCoord origin is upper left
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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0:? 's_ff1' ( in bool Face)
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0:? 's_ff1' ( flat in bool Face)
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// Module Version 10000
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// Generated by (magic number): 80001
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@@ -309,6 +309,7 @@ gl_FragCoord origin is upper left
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MemberDecorate 54(IN_S) 4 Flat
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MemberDecorate 54(IN_S) 5 Flat
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Decorate 56(s) Location 1
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Decorate 79(s_ff1) Flat
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Decorate 79(s_ff1) BuiltIn FrontFacing
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Decorate 94(@entryPointOutput) Location 0
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MemberDecorate 101(myS) 0 Offset 0
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