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0.5 / ViewportSize, but technically it's a bit jank, especially for cases where W goes negative. If possible you should set it to 0 and either adjust for integer pixel center in D3D9 through a viewport or projection matrix fixup.
When compiling HLSL for ShaderModel 3.0, SPIRV-Cross inserts a
gl_HalfPixel
uniform that must be set. What value should this uniform be set to?The text was updated successfully, but these errors were encountered: