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8d72f1a2c4
There have been GLSL extensions considering this, and HLSL does it. This is a fully backward compatible change that allows this distinction.
8 lines
160 B
GLSL
8 lines
160 B
GLSL
float1 f1 = float1(1.0);
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float scalar = 2.0;
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float1 ShaderFunction(float1 inFloat1, float inScalar) : COLOR0
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{
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return f1 * scalar + inFloat1 * inScalar;
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}
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