[pixel shader fail] float4 main() : sv_target { float4 x, x; return 0; } [pixel shader fail] float4 main() : sv_target { float4 x; float4 x; return 0; } [pixel shader fail] float4 x; float4 x; float4 main() : sv_target { return 0; } [pixel shader] float4 x; float4 main() : sv_target { float4 x; return 0; } [pixel shader] float4 x; float4 main(float4 x : TEXCOORD) : sv_target { return x; } [pixel shader fail] float4 main(float4 x : TEXCOORD) : sv_target { float4 x; return 0; } [pixel shader fail] float4 main(float4 x : TEXCOORD, float4 x : TEXCOORD) : sv_target { return 0; } [pixel shader] float4 main() : sv_target { float4 x = 1; { return x; } } [pixel shader] float4 main(float4 x : TEXCOORD) : sv_target { { float4 x = 1; return x; } } [pixel shader fail] float4 main() : sv_target { { float4 x = 1; } return x; } [pixel shader] float4 main() : sv_target { float4 x = 1; if (1) { return x; } } [pixel shader] float4 main(float4 x : TEXCOORD) : sv_target { if (1) { float4 x = 1; return x; } } [pixel shader fail] float4 main() : sv_target { if (1) { float4 x = 1; } return x; } [pixel shader fail] { float4 x = 1; } float4 main() : sv_target { return 0; } [pixel shader fail] float4 main() : sv_target { return x; float4 x = 1; } [pixel shader fail] float4 main() : sv_target { return x; } float4 x;