HLSL: Start location numbering with the entry-point return value.
Also, increment location numbers by the size of the objects.
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89 changed files with 2517 additions and 2157 deletions
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@ -8,7 +8,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:3 Sequence
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0:3 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:3 add (temp 4-component vector of float)
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0:3 add (temp 4-component vector of float)
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0:3 Construct vec4 (temp 4-component vector of float)
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@ -37,7 +37,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:3 Sequence
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0:3 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:3 add (temp 4-component vector of float)
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0:3 add (temp 4-component vector of float)
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0:3 Construct vec4 (temp 4-component vector of float)
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@ -65,6 +65,7 @@ gl_FragCoord origin is upper left
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Name 4 "PixelShaderFunction"
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Name 9 "@entryPointOutput"
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Name 11 "input"
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Decorate 9(@entryPointOutput) Location 0
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Decorate 11(input) Location 0
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2: TypeVoid
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3: TypeFunction 2
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