message: Don't use the W from VS input (and VS out with geom/tess) positions
  * This allows W to be filled with 1.0 which our mesh viewing shader expects to
  have to be able to multiply by the MVP matrix.
diff: @@ -3154,6 +3154,7 @@ void BufferViewer::UI_CalculateMeshFormats()
  }
  m_VSInPosition.format = prop.format;
  + m_VSInPosition.format.compCount = qMin((uint8_t)3, m_VSInPosition.format.compCount);
  }
  elIdx = m_ModelVSIn->secondaryColumn();
  @@ -3208,7 +3209,11 @@ void BufferViewer::UI_CalculateMeshFormats()
  // if geometry/tessellation is enabled, don't unproject VS output data
  if(m_Ctx.CurPipelineState().GetShader(ShaderStage::Tess_Eval) != ResourceId() ||
  m_Ctx.CurPipelineState().GetShader(ShaderStage::Geometry) != ResourceId())
  + {
  m_PostVSPosition.unproject = false;
  + // ignore any W component that might be there, let it be filled in with 1.0
  + m_PostVSPosition.format.compCount = qMin((uint8_t)3, m_VSInPosition.format.compCount);
  + }
  elIdx = m_ModelVSOut->secondaryColumn();
  