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Description
I'm pretty sure we noticed this the first time around, but it came up again while we were using Flotilla as an experiment for NativeAOT support. Simply put, GLSL/SPIR-V both have gl_PointCoord or gl_TexCoord[0] working with point sprites, but D3D11 doesn't appear to have a straightforward equivalent (as far as I know, TEXCOORD0 doesn't work like it did with D3D9). Microsoft incorrectly suggests using VPOS, and ANGLE emulates point sprites with geometry shaders, so this doesn't look good.