d3d12: Zwift renders with bad textures/lighting
This only repros if GL4.3+ is supported, if we limit ourselves to 4.2 or lower the app renders correctly. When 4.3+ is enabled, the app switches from gl_ClipVertex
to gl_ClipDistance
, as well as using gl_InstanceID
with real intancing, instead of a vertex attribute containing instance IDs. It seems that the clipping change is causing incorrect VS->FS linkages, where the texture coordinates used for the diffuse texture lookup are wrong.