glslang/Test/hlsl.structIoFourWay.frag

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struct T {
float f : packoffset(c4.y); // artificial, but validates all different treatments: uniform offset
centroid float g; // interpolant input
float d: SV_DepthGreaterEqual; // fragment output
float4 normal; // non-IO
};
T s; // loose uniform
cbuffer buff {
T t : packoffset(c5.z);
};
T main(T t : myInput) : SV_Target0
{
T local;
return local;
}