HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -3,14 +3,14 @@ Shader version: 500
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0:? Sequence
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0:5 Function Definition: lookUp(struct-FxaaTex-p1-t211; ( temp 4-component vector of float)
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0:5 Function Parameters:
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0:? 'smpl' ( in sampler)
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0:? 'tex' ( in texture2D)
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0:? 'tex.smpl' ( in sampler)
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0:? 'tex.tex' ( in texture2D)
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0:? Sequence
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0:6 Branch: Return with expression
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0:6 texture ( temp 4-component vector of float)
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0:6 Construct combined texture-sampler ( temp sampler2D)
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0:? 'tex' ( in texture2D)
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0:? 'smpl' ( in sampler)
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0:? 'tex.tex' ( in texture2D)
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0:? 'tex.smpl' ( in sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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@@ -40,14 +40,14 @@ Shader version: 500
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0:? Sequence
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0:5 Function Definition: lookUp(struct-FxaaTex-p1-t211; ( temp 4-component vector of float)
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0:5 Function Parameters:
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0:? 'smpl' ( in sampler)
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0:? 'tex' ( in texture2D)
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0:? 'tex.smpl' ( in sampler)
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0:? 'tex.tex' ( in texture2D)
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0:? Sequence
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0:6 Branch: Return with expression
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0:6 texture ( temp 4-component vector of float)
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0:6 Construct combined texture-sampler ( temp sampler2D)
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0:? 'tex' ( in texture2D)
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0:? 'smpl' ( in sampler)
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0:? 'tex.tex' ( in texture2D)
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0:? 'tex.smpl' ( in sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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@@ -80,8 +80,8 @@ Shader version: 500
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Source HLSL 500
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Name 4 "main"
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Name 15 "lookUp(struct-FxaaTex-p1-t211;"
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Name 13 "smpl"
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Name 14 "tex"
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Name 13 "tex.smpl"
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Name 14 "tex.tex"
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Name 18 "@main("
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Name 32 "g_tInputTexture_sampler"
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Name 33 "g_tInputTexture"
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@@ -116,11 +116,11 @@ Shader version: 500
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Return
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FunctionEnd
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15(lookUp(struct-FxaaTex-p1-t211;): 11(fvec4) Function None 12
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13(smpl): 7(ptr) FunctionParameter
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14(tex): 10(ptr) FunctionParameter
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13(tex.smpl): 7(ptr) FunctionParameter
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14(tex.tex): 10(ptr) FunctionParameter
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16: Label
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20: 9 Load 14(tex)
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21: 6 Load 13(smpl)
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20: 9 Load 14(tex.tex)
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21: 6 Load 13(tex.smpl)
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23: 22 SampledImage 20 21
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29: 11(fvec4) ImageSampleExplicitLod 23 27 Lod 28
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ReturnValue 29
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