Add HLSL memory barrier intrinsics, fix dst, add lit & EvaluateAttributeSnapped
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4
Test/hlsl.intrinsics.lit.frag
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4
Test/hlsl.intrinsics.lit.frag
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@@ -0,0 +1,4 @@
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void PixelShaderFunction(float n_dot_l, float n_dot_h, float m)
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{
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float4 r0 = lit(n_dot_l, n_dot_h, m);
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}
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