2 float f : packoffset(c4.y); // artificial, but validates all different treatments: uniform offset
\r
3 centroid float g; // interpolant input
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4 float d: SV_DepthGreaterEqual; // fragment output
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5 float4 normal; // non-IO
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8 T s; // loose uniform
\r
11 T t : packoffset(c5.z);
\r
14 T main(T t : myInput) : SV_Target0
\r