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GPU: Convert the gl_InstanceId and gl_VertexID variables to floats when reading from them.
This corrects the invalid position values in some games when doing attribute-less rendering.
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@ -538,7 +538,7 @@ private:
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// vertex shader, and what's the value of the fourth element when inside a Tess Eval
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// vertex shader, and what's the value of the fourth element when inside a Tess Eval
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// shader.
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// shader.
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ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
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ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
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return "vec4(0, 0, gl_InstanceID, gl_VertexID)";
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return "vec4(0, 0, uintBitsToFloat(gl_InstanceID), uintBitsToFloat(gl_VertexID))";
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default:
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default:
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const u32 index{static_cast<u32>(attribute) -
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const u32 index{static_cast<u32>(attribute) -
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static_cast<u32>(Attribute::Index::Attribute_0)};
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static_cast<u32>(Attribute::Index::Attribute_0)};
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