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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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struct ShaderInput
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{
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{
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min16float4 pos : SV_POSITION;
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float4 pos : SV_POSITION;
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min16float2 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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};
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};
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min16float4 main(ShaderInput input) : SV_TARGET
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min16float4 main(ShaderInput input) : SV_TARGET
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@ -16,8 +16,8 @@ static const min16float3 offsets =
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struct ShaderInput
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struct ShaderInput
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{
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{
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min16float4 pos : SV_POSITION;
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float4 pos : SV_POSITION;
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min16float2 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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};
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};
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min16float4 main(ShaderInput input) : SV_TARGET
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min16float4 main(ShaderInput input) : SV_TARGET
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@ -3,8 +3,8 @@ SamplerState theSampler : register(s0);
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struct ShaderInput
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struct ShaderInput
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{
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{
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min16float4 pos : SV_POSITION;
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float4 pos : SV_POSITION;
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min16float2 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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};
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};
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min16float4 main(ShaderInput input) : SV_TARGET
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min16float4 main(ShaderInput input) : SV_TARGET
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@ -1,19 +1,19 @@
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struct ShaderInput
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struct ShaderInput
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{
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{
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min16float2 pos : POSITION;
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float2 pos : POSITION;
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min16float2 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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};
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};
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struct ShaderOutput
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struct ShaderOutput
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{
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{
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min16float4 pos : SV_POSITION;
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float4 pos : SV_POSITION;
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min16float2 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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};
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};
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ShaderOutput main(ShaderInput input)
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ShaderOutput main(ShaderInput input)
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{
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{
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ShaderOutput output;
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ShaderOutput output;
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output.pos = min16float4(input.pos, 0.0, 1.0);
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output.pos = float4(input.pos, 0.0, 1.0);
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output.tex = input.tex;
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output.tex = input.tex;
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return output;
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return output;
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}
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}
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@ -10,8 +10,8 @@ cbuffer CSC_CONST_BUF : register(b0)
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struct ShaderInput
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struct ShaderInput
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{
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{
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min16float4 pos : SV_POSITION;
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float4 pos : SV_POSITION;
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min16float2 tex : TEXCOORD0;
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float2 tex : TEXCOORD0;
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};
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};
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min16float4 main(ShaderInput input) : SV_TARGET
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min16float4 main(ShaderInput input) : SV_TARGET
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