00:54 gfxstrand[d]: Why does `gl_PrimitiveShadingRateEXT` got to `ATTR_VIEWPORT_INDEX`?
01:13 gfxstrand[d]: Yeah, they're literally the same
01:14 gfxstrand[d]: WTH?!?
01:14 gfxstrand[d]: They even have the same SPH
01:17 gfxstrand[d]: SHADING_INDEX_TO_RATE is an array... I wonder if that's how the combiner ops work. The shader selects which index table via, effectively `gl_ViewportIndex` and the image looks a thing up in the table.
01:17 gfxstrand[d]: That seems a little insane
01:17 gfxstrand[d]: I should run a test through the blob
01:18 gfxstrand[d]: gfxstrand[d]: Yeah, the two straight-up alias in NVIDIA's compiler.
01:18 gfxstrand[d]: Or maybe this is another odd ESO thing
01:22 gfxstrand[d]: Oh, well. I should probably put it down for tonight
01:29 gfxstrand[d]: gfxstrand[d]: I'm starting to suspect this is the case. The pipeline shading rate can be a uniform
01:29 gfxstrand[d]: But I also don't see that code in the shader
01:33 redsheep[d]: Trying to get variable rate shading going?
04:00 gfxstrand[d]: Yeah