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@ -423,7 +423,7 @@ private:
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// Clear Position to avoid reading trash on the Z conversion.
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const auto position_index = out_indices.position.value();
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const Id position = AccessElement(t_out_float4, out_vertex, position_index);
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OpStore(position, ConstantNull(t_float4));
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OpStore(position, v_varying_default);
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if (specialization.point_size) {
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const u32 point_size_index = out_indices.point_size.value();
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@ -794,7 +794,7 @@ private:
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}
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Id type = GetTypeVectorDefinitionLut(Type::Float).at(num_components - 1);
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Id varying_default = ConstantNull(type);
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Id varying_default = v_varying_default;
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if (IsOutputAttributeArray()) {
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const u32 num = GetNumOutputVertices();
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type = TypeArray(type, Constant(t_uint, num));
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@ -2650,6 +2650,10 @@ private:
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const Id v_float_zero = Constant(t_float, 0.0f);
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const Id v_float_one = Constant(t_float, 1.0f);
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// Nvidia uses these defaults for varyings (e.g. position and generic attributes)
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const Id v_varying_default =
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ConstantComposite(t_float4, v_float_zero, v_float_zero, v_float_zero, v_float_one);
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const Id v_true = ConstantTrue(t_bool);
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const Id v_false = ConstantFalse(t_bool);
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