Add missing 'precise' keyword for Vertex shaders (#6902)
Signed-off-by: moudgils <47460854+moudgils@users.noreply.github.com>
This commit is contained in:
@@ -28,7 +28,7 @@ struct VSInput
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struct VSDepthOutput
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{
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float4 m_position : SV_Position;
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precise linear centroid float4 m_position : SV_Position;
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float2 m_uv[UvSetCount] : UV1;
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// only used for parallax depth calculation
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@@ -62,7 +62,7 @@ VSDepthOutput MainVS(VSInput IN)
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struct PSDepthOutput
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{
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float m_depth : SV_Depth;
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precise float m_depth : SV_Depth;
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};
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PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)
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@@ -67,7 +67,7 @@ struct VSInput
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struct VSOutput
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{
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// Base fields (required by the template azsli file)...
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float4 m_position : SV_Position;
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precise linear centroid float4 m_position : SV_Position;
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float3 m_normal: NORMAL;
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float3 m_tangent : TANGENT;
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float3 m_bitangent : BITANGENT;
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@@ -86,7 +86,7 @@ struct VSInput
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struct VSOutput
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{
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// Base fields (required by the template azsli file)...
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float4 m_position : SV_Position;
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precise linear centroid float4 m_position : SV_Position;
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float3 m_normal: NORMAL;
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float3 m_tangent : TANGENT;
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float3 m_bitangent : BITANGENT;
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+2
-2
@@ -41,7 +41,7 @@ struct VSInput
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struct VSDepthOutput
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{
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float4 m_position : SV_Position;
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precise linear centroid float4 m_position : SV_Position;
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float2 m_uv[UvSetCount] : UV1;
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// only used for parallax depth calculation
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@@ -88,7 +88,7 @@ VSDepthOutput MainVS(VSInput IN)
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struct PSDepthOutput
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{
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float m_depth : SV_Depth;
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precise float m_depth : SV_Depth;
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};
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PSDepthOutput MainPS(VSDepthOutput IN, bool isFrontFace : SV_IsFrontFace)
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+1
-1
@@ -80,7 +80,7 @@ struct VSInput
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struct VSOutput
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{
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// Base fields (required by the template azsli file)...
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float4 m_position : SV_Position;
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precise linear centroid float4 m_position : SV_Position;
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float3 m_normal: NORMAL;
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float3 m_tangent : TANGENT;
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float3 m_bitangent : BITANGENT;
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@@ -28,7 +28,7 @@ struct VSInput
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struct VSOutput
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{
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float4 m_position : SV_Position;
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precise linear centroid float4 m_position : SV_Position;
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float3 m_normal: NORMAL;
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float3 m_tangent : TANGENT;
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float3 m_bitangent : BITANGENT;
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@@ -33,7 +33,7 @@ struct VSInput
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struct VSOutput
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{
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float4 m_position : SV_Position;
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precise linear centroid float4 m_position : SV_Position;
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float3 m_normal: NORMAL;
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float3 m_tangent : TANGENT;
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float3 m_bitangent : BITANGENT;
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