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refs/heads/upstream/GL_EXT_buffer_reference_uvec2
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Test
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hlsl.clipdistance-4.frag
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struct
VS_OUTPUT
{
float4
Position
:
SV_Position
;
float4
ClipRect
:
SV_ClipDistance0
;
// vector in split struct
};
float4 main
(
const
VS_OUTPUT v
)
:
SV_Target0
{
return
v
.
Position
+
v
.
ClipRect
;
}