// Top level uniforms, including inlined constants, are not supported.
// You must use ShaderResourceGroup for all resources and uniforms

ShaderResourceGroupSemantic UpdatePerEmpty
{
    FrequencyId = 0u;
};

ShaderResourceGroup PerMaterial : UpdatePerEmpty
{
    inline int  shadowCascade;
    inline bool calculateShadows;
};

// Semantic Error 9: line 3::12 'inlined qualifier is only valid for SRG constants!'
// #EC 9
