[D3D12] Move interpolators above position because it's more important for pixel shaders
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@@ -258,8 +258,8 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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"XE_BYTE_SWAP_OVERLOAD(uint4)\n"
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"\n"
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"struct XeVertexShaderOutput {\n"
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" float4 position : SV_Position;\n"
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" float4 interpolators[%u] : TEXCOORD;\n"
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" float4 position : SV_Position;\n"
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" float point_size : PSIZE;\n"
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"};\n"
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"\n"
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@@ -283,8 +283,8 @@ std::vector<uint8_t> HlslShaderTranslator::CompleteTranslation() {
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// XE_PIXEL_SHADER_WRITES_DEPTH in the beginning of the final output.
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source.AppendFormat(
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"struct XePixelShaderInput {\n"
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" float4 position : SV_Position;\n"
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" float4 interpolators[%u] : TEXCOORD;\n"
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" float4 position : SV_Position;\n"
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"};\n"
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"\n"
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"struct XePixelShaderOutput {\n"
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