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Visual studio pixel shader debugger

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I'm working with the shader debugger built into visual studio 2013.  As I step through the shader program, the values shown for local variables seem very inconsistent.  They seem correct when the program counter is directly after the statement in question.  As I step through, variables set on previous lines tend to show up as NAN.  The shader itself seems to be working, it's just a display problem in the debugger.  I'm compiling all my shaders with "D3DCOMPILE_DEBUG | D3DCOMPILE_PREFER_FLOW_CONTROL | D3DCOMPILE_SKIP_OPTIMIZATION".  Is this just a limitation of the shader debugger, or am I missing something?

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