27 lines
		
	
	
		
			497 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			27 lines
		
	
	
		
			497 B
		
	
	
	
		
			GLSL
		
	
	
	
struct PS_OUTPUT
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{
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    float4 Color : SV_Target0;
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    float  Depth : SV_Depth;
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};
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inline void MyFunc(in float x, out float y, inout float z, in out float w)
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{
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    y = x;
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    z = y;
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    x = -1; // no effect since x = in param
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    w *= 1;
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}
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PS_OUTPUT main(noperspective in float4 inpos : SV_Position, out int sampleMask : SV_Coverage)
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{
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   PS_OUTPUT psout;
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   float x = 7, y, z = 3;
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   MyFunc(x, y, z, inpos.w);
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   psout.Color = float4(x, y, z, 1);
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   psout.Depth = inpos.w;
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   return psout;
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}
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