Many interesting test cases for SPIRV-Cross taken from compiling UE4 shaders. These highlight the reasons for the various changes we've made.
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shaders-msl/ue4/array_template_examples/.DS_Store
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shaders-msl/ue4/array_template_examples/.DS_Store
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shaders-msl/ue4/nonzero_instance_vertex_id/.DS_Store
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shaders-msl/ue4/nonzero_instance_vertex_id/.DS_Store
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shaders-msl/ue4/nonzero_instance_vertex_id/double_decrement_instance_vertex_id/.DS_Store
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shaders-msl/ue4/nonzero_instance_vertex_id/double_decrement_instance_vertex_id/.DS_Store
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shaders-msl/ue4/tessellation_fixes/.DS_Store
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shaders-msl/ue4/tessellation_fixes/.DS_Store
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shaders-msl/ue4/texture_atomics/DistanceFieldShadowing.dxc.spirv
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shaders-msl/ue4/texture_atomics/DistanceFieldShadowing.dxc.spirv
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shaders-msl/ue4/texture_buffer/ShadowDepthVertexShader.dxc.spirv
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shaders-msl/ue4/texture_buffer/ShadowDepthVertexShader.dxc.spirv
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