Fix InstanceOrigin, PerInstanceRandom and LODDitherFactor to not use interpolation between shader stages
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@@ -76,8 +76,8 @@ struct VertexOutput
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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float3 InstanceOrigin : TEXCOORD6;
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float InstanceParams : TEXCOORD7; // x-PerInstanceRandom
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nointerpolation float3 InstanceOrigin : TEXCOORD6;
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nointerpolation float InstanceParams : TEXCOORD7; // x-PerInstanceRandom
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};
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// Interpolants passed to the pixel shader
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@@ -94,8 +94,8 @@ struct PixelInput
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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float3 InstanceOrigin : TEXCOORD6;
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float InstanceParams : TEXCOORD7; // x-PerInstanceRandom
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nointerpolation float3 InstanceOrigin : TEXCOORD6;
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nointerpolation float InstanceParams : TEXCOORD7; // x-PerInstanceRandom
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bool IsFrontFace : SV_IsFrontFace;
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};
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@@ -43,8 +43,8 @@ struct GeometryData
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#endif
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float3 WorldNormal : TEXCOORD3;
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float4 WorldTangent : TEXCOORD4;
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float3 InstanceOrigin : TEXCOORD5;
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float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
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nointerpolation float3 InstanceOrigin : TEXCOORD5;
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nointerpolation float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
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float3 PrevWorldPosition : TEXCOORD7;
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};
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