static float4 a1 = float4(1, 0.5, 0, 1), b1 = float4(2.0, 2.5, 2.1, 2.2); static float4 a1i = {1, 0.5, 0, 1}, b1i = {2.0, 2.5, 2.1, 2.2}; static float a2 = 0.2, b2; static float a3, b3 = 0.3; static float a4, b4 = 0.4, c4; static float a5 = 0.5, b5, c5 = 1.5; struct Single1 { int f; }; static Single1 single1 = { 10 }; struct Single2 { uint2 v; }; static Single2 single2 = { { 1, 2 } }; struct Single3 { Single1 s1; }; static Single3 single3 = { { 3 } }; struct Single4 { Single2 s1; }; static Single4 single4 = { { { 4u, 5u } } }; float4 ShaderFunction(float4 input) : COLOR0 { float4 a2 = float4(0.2, 0.3, 0.4, 0.5); struct S1 { float f; int i; }; struct S2 { int j; float g; S1 s1; }; S2 s2i = { 9, a5, { (a3,a4), 12} }, s2 = S2(9, a5, S1((a3,a4), 12)); float a8 = (a2, b2), a9 = a5; return input * a1; } cbuffer Constants { float a = 1.0f, b, c = 2.0f; };