ShaderResourceGroupSemantic UpdateSrgOne
{
    FrequencyId = 1;
};

ShaderResourceGroup MySRGOne : UpdateSrgOne
{
    struct InnerStruct
    {
        float4 m_diffuseColor;
    };
    ConstantBuffer<InnerStruct> m_materialConstants;

    // meta attack -> repeat a translation with a risk of colliding with the renamed translation of the previous symbol.
    struct InnerStruct3
    {
        half4 m_specularColor;
    };
};

// vector of attack
struct MySRGOne_InnerStruct
{
    float4 clr;
};

// waiting at the corner !
struct MySRGOne_InnerStruct1{};
struct MySRGOne_InnerStruct2
{
    float2 uv;
};

float4 main(float2 uv) : SV_Target0
{
    MySRGOne::InnerStruct mystruct = MySRGOne::m_materialConstants;
    float4 d1 = mystruct.clr;
    float4 d2 = MySRGOne::m_materialConstants.m_diffuseColor;

    MySRGOne::InnerStruct3 meta;

    MySRGOne_InnerStruct2 myuv;
    myuv.uv = uv;
    return (float4)0;
}
