HLSL: Handle "." for structure dereference and swizzle.
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6
Test/hlsl.swizzle.frag
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6
Test/hlsl.swizzle.frag
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@@ -0,0 +1,6 @@
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float4 AmbientColor = float4(1, 0.5, 0, 1);
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float4 ShaderFunction(float4 input) : COLOR0
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{
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return input.wwyx * float4(AmbientColor.z);
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}
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