Apply the interpolation first, then apply the swizzle to the result, the inverse of the order requested by the AST. This fixes issue #411.
		
			
				
	
	
		
			17 lines
		
	
	
		
			429 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			17 lines
		
	
	
		
			429 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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in vec4 in4;
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in vec3 in3;
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void main()
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{
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    vec3 v43 = interpolateAtCentroid(in4.wzx);
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    vec2 v42 = interpolateAtSample(in4.zx, 1);
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    vec4 v44 = interpolateAtOffset(in4.zyxw, vec2(2.0));
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    float v41 = interpolateAtOffset(in4.y, vec2(2.0));
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    vec3 v33 = interpolateAtCentroid(in3.yzx);
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    vec2 v32 = interpolateAtSample(in3.zx, 1);
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    float v31 = interpolateAtOffset(in4.y, vec2(2.0));
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}
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