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Don't try to always read 4 components of data from output. Closes #2119
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@@ -3117,6 +3117,7 @@ void BufferViewer::UI_CalculateMeshFormats()
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m_PostVSPosition = m_PostVS;
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m_PostVSPosition.vertexByteOffset += el.byteOffset;
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m_PostVSPosition.unproject = prop.systemValue == ShaderBuiltin::Position;
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m_PostVSPosition.format.compCount = el.type.descriptor.columns;
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// if geometry/tessellation is enabled, don't unproject VS output data
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if(m_Ctx.CurPipelineState().GetShader(ShaderStage::Tess_Eval) != ResourceId() ||
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