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//TEST_IGNORE_FILE:

// Here we are going to test that we can correctly generating bindings when we
// are presented with a program spanning multiple input files (and multiple entry points)

// This file provides the fragment shader, and is only meant to be tested in combination with `multi-file.hlsl`

#ifdef __SLANG__
#define R(X) /**/
#define BEGIN_CBUFFER(NAME) cbuffer NAME
#define END_CBUFFER(NAME, REG) /**/
#define CBUFFER_REF(NAME, FIELD) FIELD
#else
#define R(X) X
#define BEGIN_CBUFFER(NAME) struct SLANG_ParameterGroup_##NAME
#define END_CBUFFER(NAME, REG) ; cbuffer NAME : REG { SLANG_ParameterGroup_##NAME NAME; }
#define CBUFFER_REF(NAME, FIELD) NAME.FIELD

#define sharedC     sharedC_0
#define sharedCA    sharedCA_0
#define sharedCB    sharedCB_0
#define sharedCC    sharedCC_0
#define sharedCD    sharedCD_0

#define vertexC     vertexC_0
#define vertexCA    vertexCA_0
#define vertexCB    vertexCB_0
#define vertexCC    vertexCC_0
#define vertexCD    vertexCD_0

#define fragmentC   fragmentC_0
#define fragmentCA  fragmentCA_0
#define fragmentCB  fragmentCB_0
#define fragmentCC  fragmentCC_0
#define fragmentCD  fragmentCD_0

#define sharedS     sharedS_0
#define sharedT     sharedT_0
#define sharedTV    sharedTV_0
#define sharedTF    sharedTF_0

#define vertexS     vertexS_0
#define vertexT     vertexT_0

#define fragmentS     fragmentS_0
#define fragmentT     fragmentT_0

#endif

float4 use(float  val) { return val; };
float4 use(float2 val) { return float4(val,0.0,0.0); };
float4 use(float3 val) { return float4(val,0.0); };
float4 use(float4 val) { return val; };
float4 use(Texture2D t, SamplerState s) { return t.Sample(s, 0.0); }

// Start with some parameters that will appear in both shaders
Texture2D sharedT R(: register(t0));
SamplerState sharedS R(: register(s0));

BEGIN_CBUFFER(sharedC)
{
	float3 sharedCA;
	float  sharedCB;
	float3 sharedCC;
	float2 sharedCD;
}
END_CBUFFER(sharedC, register(b0))

// Then some parameters specific to this shader.
// These will be placed *after* the ones from the main file,
// and even after the parameters further down in this file
// that end up being shared between the two files.

Texture2D fragmentT R(: register(t4));
SamplerState fragmentS R(: register(s2));

BEGIN_CBUFFER(fragmentC)
{
	float3 fragmentCA;
	float  fragmentCB;
	float3 fragmentCC;
	float2 fragmentCD;
}
END_CBUFFER(fragmentC, register(b2))

// And end with some shared parameters again
Texture2D sharedTV R(: register(t2));
Texture2D sharedTF R(: register(t3));


float4 main() : SV_TARGET
{
	// Go ahead and use everything here, just to make sure things got placed correctly
	return use(sharedT, sharedS)
		+  use(CBUFFER_REF(sharedC,sharedCD))
		+  use(fragmentT, fragmentS)
		+  use(CBUFFER_REF(fragmentC, fragmentCD))
		+  use(sharedTF, sharedS)
		;
}