Add missing 'precise' keyword for Vertex shaders (#6902)

Signed-off-by: moudgils <47460854+moudgils@users.noreply.github.com>
This commit is contained in:
moudgils
2022-01-14 10:34:57 -08:00
committed by GitHub
parent c778606c89
commit 284ae60139
7 changed files with 9 additions and 9 deletions
@@ -28,7 +28,7 @@ struct VSInput
struct VSDepthOutput
{
float4 m_position : SV_Position;
precise linear centroid float4 m_position : SV_Position;
float2 m_uv[UvSetCount] : UV1;
// only used for parallax depth calculation
@@ -62,7 +62,7 @@ VSDepthOutput MainVS(VSInput IN)
struct PSDepthOutput
{
float m_depth : SV_Depth;
precise float m_depth : SV_Depth;
};
PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)
@@ -67,7 +67,7 @@ struct VSInput
struct VSOutput
{
// Base fields (required by the template azsli file)...
float4 m_position : SV_Position;
precise linear centroid float4 m_position : SV_Position;
float3 m_normal: NORMAL;
float3 m_tangent : TANGENT;
float3 m_bitangent : BITANGENT;
@@ -86,7 +86,7 @@ struct VSInput
struct VSOutput
{
// Base fields (required by the template azsli file)...
float4 m_position : SV_Position;
precise linear centroid float4 m_position : SV_Position;
float3 m_normal: NORMAL;
float3 m_tangent : TANGENT;
float3 m_bitangent : BITANGENT;
@@ -41,7 +41,7 @@ struct VSInput
struct VSDepthOutput
{
float4 m_position : SV_Position;
precise linear centroid float4 m_position : SV_Position;
float2 m_uv[UvSetCount] : UV1;
// only used for parallax depth calculation
@@ -88,7 +88,7 @@ VSDepthOutput MainVS(VSInput IN)
struct PSDepthOutput
{
float m_depth : SV_Depth;
precise float m_depth : SV_Depth;
};
PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)
@@ -80,7 +80,7 @@ struct VSInput
struct VSOutput
{
// Base fields (required by the template azsli file)...
float4 m_position : SV_Position;
precise linear centroid float4 m_position : SV_Position;
float3 m_normal: NORMAL;
float3 m_tangent : TANGENT;
float3 m_bitangent : BITANGENT;
@@ -28,7 +28,7 @@ struct VSInput
struct VSOutput
{
float4 m_position : SV_Position;
precise linear centroid float4 m_position : SV_Position;
float3 m_normal: NORMAL;
float3 m_tangent : TANGENT;
float3 m_bitangent : BITANGENT;
@@ -33,7 +33,7 @@ struct VSInput
struct VSOutput
{
float4 m_position : SV_Position;
precise linear centroid float4 m_position : SV_Position;
float3 m_normal: NORMAL;
float3 m_tangent : TANGENT;
float3 m_bitangent : BITANGENT;