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shader: keep fragment layer values under lane masks
Co-authored-by: shadowbeat070 <70843316+shadowbeat070@users.noreply.github.com>
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@@ -1137,9 +1137,13 @@ IR::Program TranslateProgram(const Decoder::Program& decoded, const CFG::Graph&
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builtin(IR::StageInputKind::FragCoord, 3));
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}
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if (ps->ps_front_face) {
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entry_ir.SetVectorReg(static_cast<IR::VectorReg>(reg),
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entry_ir.SetVectorReg(static_cast<IR::VectorReg>(reg++),
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builtin(IR::StageInputKind::FrontFacing));
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}
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if (ps->ps_ancillary) {
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entry_ir.SetVectorReg(static_cast<IR::VectorReg>(reg),
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builtin(IR::StageInputKind::PackedAncillary));
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}
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} else if (options.stage == ShaderType::Vertex) {
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entry_ir.SetVectorReg(static_cast<IR::VectorReg>(5),
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builtin(IR::StageInputKind::VertexIndex));
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