SV_RenderTargetArrayIndex and SV_ViewportArrayIndex compiled out of pixel shaders #1230
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@@ -329,17 +329,14 @@ struct PixelInput
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half4 color : COLOR;
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#endif // OBJECTSHADER_USE_COLOR
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#ifndef OBJECTSHADER_COMPILE_MS
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#if !defined(OBJECTSHADER_COMPILE_PS) && !defined(OBJECTSHADER_COMPILE_MS)
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#ifdef OBJECTSHADER_USE_RENDERTARGETARRAYINDEX
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uint RTIndex : SV_RenderTargetArrayIndex;
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#endif // OBJECTSHADER_USE_RENDERTARGETARRAYINDEX
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#endif // OBJECTSHADER_COMPILE_MS
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#ifndef OBJECTSHADER_COMPILE_MS
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#ifdef OBJECTSHADER_USE_VIEWPORTARRAYINDEX
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uint VPIndex : SV_ViewportArrayIndex;
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#endif // OBJECTSHADER_USE_VIEWPORTARRAYINDEX
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#endif // OBJECTSHADER_COMPILE_MS
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#endif // !defined(OBJECTSHADER_COMPILE_PS) && !defined(OBJECTSHADER_COMPILE_MS)
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#ifdef OBJECTSHADER_USE_INSTANCEINDEX
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inline uint GetInstanceIndex()
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@@ -450,17 +447,14 @@ PixelInput vertex_to_pixel_export(VertexInput input)
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Out.tan = surface.tangent;
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#endif // OBJECTSHADER_USE_TANGENT
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#if !defined(OBJECTSHADER_COMPILE_PS) && !defined(OBJECTSHADER_COMPILE_MS)
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#ifdef OBJECTSHADER_USE_RENDERTARGETARRAYINDEX
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#ifndef OBJECTSHADER_COMPILE_MS
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Out.RTIndex = camera.output_index;
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#endif // OBJECTSHADER_COMPILE_MS
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#endif // OBJECTSHADER_USE_RENDERTARGETARRAYINDEX
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#ifdef OBJECTSHADER_USE_VIEWPORTARRAYINDEX
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#ifndef OBJECTSHADER_COMPILE_MS
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Out.VPIndex = camera.output_index;
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#endif // OBJECTSHADER_COMPILE_MS
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#endif // OBJECTSHADER_USE_VIEWPORTARRAYINDEX
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#endif // !defined(OBJECTSHADER_COMPILE_PS) && !defined(OBJECTSHADER_COMPILE_MS)
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return Out;
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}
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