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From the Vulkan spec, 8.13 "Interpolation Decorations": Fragment shader inputs that are signed or unsigned integers, integer vectors, or any double-precision floating-point type must be decorated with Flat. This also matches glslang behaviour. Specifically, this fixes tone-mapping in Unreal Engine 4 on RADV and AMDGPU-PRO, where gl_Layer is used as a fragment shader input. Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de> Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>