 8d72f1a2c4
			
		
	
	
		8d72f1a2c4
		
	
	
	
	
		
			
			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);
 | |
| float scalar = 2.0;
 | |
| 
 | |
| float1 ShaderFunction(float1 inFloat1, float inScalar) : COLOR0
 | |
| {
 | |
|     return f1 * scalar + inFloat1 * inScalar;
 | |
| }
 |