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      1 struct T {
      2     float f : packoffset(c4.y);    // artificial, but validates all different treatments: uniform offset
      3     centroid float g;              // interpolant input
      4     float d: SV_DepthGreaterEqual; // fragment output
      5     float4 normal;                 // non-IO
      6 };
      7 
      8 T s;  // loose uniform
      9 
     10 cbuffer buff {
     11     T t : packoffset(c5.z);
     12 };
     13 
     14 T main(T t : myInput) : SV_Target0
     15 {
     16     T local;
     17     return local;
     18 }
     19