Files
AnyPS5/core
Alexius0815andClaude Opus 5.5 2b9c131e0c fix(shader): forward gl_ClipDistance through the generated rect-list stages
Since #3878 every vertex program that exports a position also writes
gl_ClipDistance for the all-zero position distance. The tessellation
stages generated for rect lists declared only gl_Position in gl_in, so
their input interface no longer matched the vertex outputs; on MoltenVK
the control stage then reads all-zero positions and every rect-list
draw stops with "rect-list requires finite nondegenerate axis-aligned
positions" (reported in #1).

The control and evaluation stages now declare the vertex program's
gl_ClipDistance array in their per-vertex blocks and forward it. The
generated fourth corner gets the clip distances interpolated with the
same weights as its position, so the all-zero position clip keeps
working for rect lists. Validation accepts gl_ClipDistance as a
tessellation input and as a tessellation-control output.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01QXdkh9PHBCPqGcGQPeikAe
2026-10-17 14:36:51 +02:00
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