There have been GLSL extensions considering this, and HLSL does it. This is a fully backward compatible change that allows this distinction.
		
			
				
	
	
		
			8 lines
		
	
	
		
			160 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			8 lines
		
	
	
		
			160 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
float1 f1 = float1(1.0);
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float scalar = 2.0;
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float1 ShaderFunction(float1 inFloat1, float inScalar) : COLOR0
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{
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    return f1 * scalar + inFloat1 * inScalar;
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}
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