HLSL Tests: Tests for previous commit, to make it easier to see what's changing.
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@@ -2,7 +2,7 @@ hlsl.typedef.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:4 Function Definition: ShaderFunction(vf4;i1; (global 4-component vector of float)
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0:4 Function Definition: ShaderFunction(vf4;i1; (temp 4-component vector of float)
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0:4 Function Parameters:
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0:4 'input' (in 4-component vector of float)
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0:4 'ii' (in int)
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@@ -29,7 +29,7 @@ gl_FragCoord origin is upper left
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (in 4-component vector of float)
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0:10 'a1' (temp 4-component vector of float)
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0:10 Construct vec4 (global 4-component vector of float)
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0:10 Construct vec4 (uniform 4-component vector of float)
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0:10 Convert int to float (temp float)
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0:10 add (temp int)
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0:10 'i' (temp int)
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@@ -43,7 +43,7 @@ Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:4 Function Definition: ShaderFunction(vf4;i1; (global 4-component vector of float)
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0:4 Function Definition: ShaderFunction(vf4;i1; (temp 4-component vector of float)
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0:4 Function Parameters:
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0:4 'input' (in 4-component vector of float)
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0:4 'ii' (in int)
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@@ -70,7 +70,7 @@ gl_FragCoord origin is upper left
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (in 4-component vector of float)
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0:10 'a1' (temp 4-component vector of float)
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0:10 Construct vec4 (global 4-component vector of float)
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0:10 Construct vec4 (uniform 4-component vector of float)
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0:10 Convert int to float (temp float)
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0:10 add (temp int)
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0:10 'i' (temp int)
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