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refs/heads/upstream/GL_EXT_buffer_reference_uvec2
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Test
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hlsl.float1.frag
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static
float1 f1
=
float1
(
1.0
);
static
float
scalar
=
2.0
;
float1
ShaderFunction
(
float1 inFloat1
:
COLOR
,
float
inScalar
)
:
COLOR0
{
return
f1
*
scalar
+
inFloat1
*
inScalar
;
}