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//TEST:REFLECTION:-profile glsl_fragment -target glsl
// Confirm that we do parameter binding correctly
// when we have both a parameter block *and* user-defined
// resource parameters that both need automatic
// binding allocation.
struct Helper
{
Texture2D t;
SamplerState s;
};
ParameterBlock<Helper> a;
Texture2D b;
float4 main() : SV_target
{ return 0.0; }
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