Use FP32 for position and texcoords

We need that extra precision for sampling large textures
This commit is contained in:
Cameron Gutman 2022-02-13 13:41:39 -06:00
parent 9a64c026ea
commit 738f64c903
10 changed files with 13 additions and 13 deletions

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@ -16,8 +16,8 @@ static const min16float3 offsets =
struct ShaderInput
{
min16float4 pos : SV_POSITION;
min16float2 tex : TEXCOORD0;
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
min16float4 main(ShaderInput input) : SV_TARGET

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@ -16,8 +16,8 @@ static const min16float3 offsets =
struct ShaderInput
{
min16float4 pos : SV_POSITION;
min16float2 tex : TEXCOORD0;
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
min16float4 main(ShaderInput input) : SV_TARGET

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@ -3,8 +3,8 @@ SamplerState theSampler : register(s0);
struct ShaderInput
{
min16float4 pos : SV_POSITION;
min16float2 tex : TEXCOORD0;
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
min16float4 main(ShaderInput input) : SV_TARGET

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@ -1,19 +1,19 @@
struct ShaderInput
{
min16float2 pos : POSITION;
min16float2 tex : TEXCOORD0;
float2 pos : POSITION;
float2 tex : TEXCOORD0;
};
struct ShaderOutput
{
min16float4 pos : SV_POSITION;
min16float2 tex : TEXCOORD0;
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
ShaderOutput main(ShaderInput input)
{
ShaderOutput output;
output.pos = min16float4(input.pos, 0.0, 1.0);
output.pos = float4(input.pos, 0.0, 1.0);
output.tex = input.tex;
return output;
}

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@ -10,8 +10,8 @@ cbuffer CSC_CONST_BUF : register(b0)
struct ShaderInput
{
min16float4 pos : SV_POSITION;
min16float2 tex : TEXCOORD0;
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
min16float4 main(ShaderInput input) : SV_TARGET