HLSL makes position calculations invariant by default to eliminate problems with depth-precision, Apple added a similar qualifier for Metal 2.1 that can and should be used in Vertex & Domain/TessEval shaders for the same effect.
HLSL makes position calculations invariant by default to eliminate problems with depth-precision, Apple added a similar qualifier for Metal 2.1 that can and should be used in Vertex & Domain/TessEval shaders for the same effect.

KhronosGroup/SPIRV-Cross,KhronosGroup/SPIRV-Cross,KhronosGroup/SPIRV-Cross,KhronosGroup/SPIRV-Cross,KhronosGroup/SPIRV-Cross,KhronosGroup/SPIRV-Cross