HLSL: Hook up constructor expressions through the AST.
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@@ -1,8 +1,50 @@
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hlsl.frag
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Shader version: 100
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 move second child to first child (temp 4-component vector of float)
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0:5 'AmbientColor' (temp 4-component vector of float)
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0:? Constant:
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0:? 1.000000
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0:? 0.500000
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0:? 0.000000
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0:? 1.000000
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0:6 move second child to first child (temp float)
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0:6 'AmbientIntensity' (temp float)
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0:6 Constant:
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0:6 0.100000
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0:? Linker Objects
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0:? 'World' (temp 4X4 matrix of float)
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0:? 'View' (temp 4X4 matrix of float)
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0:? 'Projection' (temp 4X4 matrix of float)
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0:? 'AmbientColor' (temp 4-component vector of float)
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0:? 'AmbientIntensity' (temp float)
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Linked fragment stage:
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Shader version: 100
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gl_FragCoord origin is upper left
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0:? Sequence
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0:5 move second child to first child (temp 4-component vector of float)
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0:5 'AmbientColor' (temp 4-component vector of float)
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0:? Constant:
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0:? 1.000000
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0:? 0.500000
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0:? 0.000000
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0:? 1.000000
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0:6 move second child to first child (temp float)
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0:6 'AmbientIntensity' (temp float)
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0:6 Constant:
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0:6 0.100000
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0:? Linker Objects
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0:? 'World' (temp 4X4 matrix of float)
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0:? 'View' (temp 4X4 matrix of float)
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0:? 'Projection' (temp 4X4 matrix of float)
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0:? 'AmbientColor' (temp 4-component vector of float)
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0:? 'AmbientIntensity' (temp float)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 17
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@@ -2,7 +2,7 @@ float4x4 World;
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float4x4 View;
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float4x4 Projection;
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float4 AmbientColor = float4(1, 1, 1, 1);
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float4 AmbientColor = float4(1, 0.5, 0, 1);
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float AmbientIntensity = 0.1;
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//float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
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@@ -66,7 +66,7 @@ while read t; do
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*)
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echo Running HLSL-to-SPIR-V $t...
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b=`basename $t`
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$EXE -D -e PixelShaderFunction -H $t > $TARGETDIR/$b.out
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$EXE -D -e PixelShaderFunction -H -i $t > $TARGETDIR/$b.out
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diff -b $BASEDIR/$b.out $TARGETDIR/$b.out || HASERROR=1
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;;
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esac
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