Fix InstanceOrigin, PerInstanceRandom and LODDitherFactor to not use interpolation between shader stages
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@@ -98,26 +98,24 @@ struct ModelInput
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#if USE_VERTEX_COLOR
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half4 Color : COLOR;
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#endif
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#if USE_INSTANCING
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float4 InstanceOrigin : ATTRIBUTE0; // .w contains PerInstanceRandom
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float4 InstanceTransform1 : ATTRIBUTE1; // .w contains LODDitherFactor
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float3 InstanceTransform2 : ATTRIBUTE2;
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float3 InstanceTransform3 : ATTRIBUTE3;
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half4 InstanceLightmapArea : ATTRIBUTE4;
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half4 InstanceLightmapArea : ATTRIBUTE4;
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#endif
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};
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struct ModelInput_PosOnly
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{
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float3 Position : POSITION;
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#if USE_INSTANCING
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float4 InstanceOrigin : ATTRIBUTE0; // .w contains PerInstanceRandom
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float4 InstanceTransform1 : ATTRIBUTE1; // .w contains LODDitherFactor
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float3 InstanceTransform2 : ATTRIBUTE2;
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float3 InstanceTransform3 : ATTRIBUTE3;
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half4 InstanceLightmapArea : ATTRIBUTE4;
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half4 InstanceLightmapArea : ATTRIBUTE4;
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#endif
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};
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@@ -129,13 +127,12 @@ struct ModelInput_Skinned
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float4 Tangent : TANGENT;
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uint4 BlendIndices : BLENDINDICES;
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float4 BlendWeights : BLENDWEIGHT;
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#if USE_INSTANCING
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float4 InstanceOrigin : ATTRIBUTE0; // .w contains PerInstanceRandom
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float4 InstanceTransform1 : ATTRIBUTE1; // .w contains LODDitherFactor
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float3 InstanceTransform2 : ATTRIBUTE2;
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float3 InstanceTransform3 : ATTRIBUTE3;
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half4 InstanceLightmapArea : ATTRIBUTE4;
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half4 InstanceLightmapArea : ATTRIBUTE4;
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#endif
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};
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