HLSL: Implement the register production.
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@@ -2,8 +2,8 @@ float4 AmbientColor = float4(1, 0.5, 0, 1);
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bool ff1 : SV_IsFrontFace;
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float4 ff2 : packoffset(c0.y);
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float4 ff3 : packoffset(c0.y) : register(ps_5_0, s[0]) ;
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float4 ff4 : VPOS : packoffset(c0.y) : register(ps_5_0, s[0]) <int bambam=30;> ;
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float4 ff3 : packoffset(c0.y) : register(ps_5_0, s0) ;
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float4 ff4 : VPOS : packoffset(c0.y) : register(ps_5_0, s1) <int bambam=30;> ;
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float4 ShaderFunction(float4 input) : COLOR0
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{
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