D3D: Restore workaround for erroneous NaN optimization #11603
Merged
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The HLSL compiler incorrectly decides isnan can't be true, so this workaround was originally added in 5.0-15109 but was dropped during the conversion to SPIR-V in 5.0-16815. I've readded it and converted it to glsl.
This bug rebroke shadow-eyes.dff on Direct3D 11 and 12 and gave console warnings during shader compilation.