HLSL: Have loose uniforms also go through the makeTypeNonIo() path.
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@@ -111,7 +111,7 @@ 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, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform float ff5, layout(offset=52 ) uniform float ff6})
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0:? 's_ff1' (in bool Face)
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@@ -226,7 +226,7 @@ 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, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(binding=5 offset=1620 ) uniform float ff5, layout(binding=8 offset=1636 ) uniform float ff6})
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout(offset=48 ) uniform float ff5, layout(offset=52 ) uniform float ff6})
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0:? 's_ff1' (in bool Face)
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// Module Version 10000
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@@ -292,8 +292,8 @@ gl_FragCoord origin is upper left
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MemberDecorate 93(myS) 2 Offset 16
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MemberDecorate 93(myS) 3 Offset 32
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MemberDecorate 94($Global) 0 Offset 0
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MemberDecorate 94($Global) 1 Offset 1620
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MemberDecorate 94($Global) 2 Offset 1636
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MemberDecorate 94($Global) 1 Offset 48
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MemberDecorate 94($Global) 2 Offset 52
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Decorate 94($Global) Block
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Decorate 96 DescriptorSet 0
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2: TypeVoid
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