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This issue is just a reminder that the intrinsic is broken, nothing really uses it in practice.
DXBC/DXIL's offset is some weird fixed point, SPIR-V's (interpolateAtOffset) is a float. vkd3d-shader doesn't convert it, so it effectively always passes a denorm. dxil-spirv gets it right.
The text was updated successfully, but these errors were encountered:
This issue is just a reminder that the intrinsic is broken, nothing really uses it in practice.
DXBC/DXIL's offset is some weird fixed point, SPIR-V's (interpolateAtOffset) is a float. vkd3d-shader doesn't convert it, so it effectively always passes a denorm. dxil-spirv gets it right.
The text was updated successfully, but these errors were encountered: