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Use FP32 for position and texcoords
We need that extra precision for sampling large textures
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@@ -16,8 +16,8 @@ static const min16float3 offsets =
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struct ShaderInput
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{
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min16float4 pos : SV_POSITION;
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min16float2 tex : TEXCOORD0;
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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min16float4 main(ShaderInput input) : SV_TARGET
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