HLSL: Flatten a return struct from an entry point and assign locations after flattening.
Locations now get assigned in order, but skipping built-ins, which can be done post flattening.
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@@ -235,7 +235,7 @@ 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' (out structure{temp 4-component vector of float Position Pos})
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Position Pos})
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Linked vertex stage:
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@@ -477,7 +477,7 @@ 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' (out structure{temp 4-component vector of float Position Pos})
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Position Pos})
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// Module Version 10000
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// Generated by (magic number): 80001
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