glslang/Test/hlsl.inoutquals.frag

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struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
inline void MyFunc(in float x, out float y, inout float z, in out float w)
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{
y = x;
z = y;
x = -1; // no effect since x = in param
w *= 1;
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}
PS_OUTPUT main(noperspective in float4 inpos : SV_Position, out int sampleMask : SV_Coverage)
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{
PS_OUTPUT psout;
float x = 7, y, z = 3;
MyFunc(x, y, z, inpos.w);
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psout.Color = float4(x, y, z, 1);
psout.Depth = inpos.w;
return psout;
}