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shader: initialize perspective sample barycentrics at SampleId
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@@ -143,6 +143,7 @@ void ValidateValueReferences(const Program& program, ShaderStageInputInfo input_
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}
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break;
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case StageInputKind::BaryCoordSmooth:
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case StageInputKind::BaryCoordSmoothSample:
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case StageInputKind::BaryCoordSmoothCentroid:
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case StageInputKind::BaryCoordNoPerspective:
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if (component >= 2u) {
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@@ -299,6 +300,9 @@ void CollectBuiltinInputs(const Program& program, ShaderInfo& info) {
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break;
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case StageInputKind::Layer: AddInput(info, kind, 0, 1, "gl_Layer"); break;
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case StageInputKind::SampleId: AddInput(info, kind, 0, 1, "gl_SampleID"); break;
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case StageInputKind::BaryCoordSmoothSample:
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AddInput(info, StageInputKind::SampleId, 0, 1, "gl_SampleID");
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[[fallthrough]];
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case StageInputKind::BaryCoordSmooth:
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case StageInputKind::BaryCoordSmoothCentroid:
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AddInput(info, StageInputKind::BaryCoordSmooth, 0, 3, "gl_BaryCoordKHR");
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