HLSL: Force flat (nointerp) onto integer fragment inputs.
Addresses #940.
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@@ -260,7 +260,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:13 move second child to first child ( temp int)
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0:? 'sample' ( temp int)
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0:? 'sample' (layout( location=0) in int)
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0:? 'sample' (layout( location=0) flat in int)
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0:13 Sequence
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0:13 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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@@ -284,7 +284,7 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'Depth' ( out float FragDepth)
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0:? 'sample' (layout( location=0) in int)
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0:? 'sample' (layout( location=0) flat in int)
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Linked fragment stage:
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@@ -551,7 +551,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:13 move second child to first child ( temp int)
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0:? 'sample' ( temp int)
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0:? 'sample' (layout( location=0) in int)
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0:? 'sample' (layout( location=0) flat in int)
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0:13 Sequence
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0:13 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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@@ -575,7 +575,7 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'Depth' ( out float FragDepth)
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0:? 'sample' (layout( location=0) in int)
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0:? 'sample' (layout( location=0) flat in int)
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// Module Version 10000
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// Generated by (magic number): 80001
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@@ -619,6 +619,7 @@ gl_FragCoord origin is upper left
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Name 220 "g_sSamp"
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Decorate 23(g_tTex2dmsf4) DescriptorSet 0
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Decorate 142(g_tTex2dmsf4a) DescriptorSet 0
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Decorate 204(sample) Flat
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Decorate 204(sample) Location 0
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Decorate 211(Color) Location 0
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Decorate 215(Depth) BuiltIn FragDepth
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