[D3D12] Fake per-edge tessellation with continuous
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5
src/xenia/gpu/d3d12/shaders/tessellation_quad.vs.hlsl
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5
src/xenia/gpu/d3d12/shaders/tessellation_quad.vs.hlsl
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@@ -0,0 +1,5 @@
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float4 main(uint xe_vertex_id : SV_VertexID) : SV_Position {
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uint2 position = (xe_vertex_id >> uint2(1u, 0u)) & 1u;
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position.y ^= position.x;
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return float4(float2(position), 0.0, 1.0);
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}
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