Force spirv-cross to keep Metal argument buffer equal sized
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@@ -32,6 +32,13 @@ void main() {
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fragColor = evaluateMaterial(inputs);
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#if defined(TARGET_METAL_ENVIRONMENT)
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// Hack to force spirv-cross to keep the light_structure texture present in the argument buffer.
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float hack = textureLod(light_structure, vec2(0.0, 0.0), 0.0).r;
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fragColor.x += hack;
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fragColor.x -= hack;
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#endif
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#if defined(VARIANT_HAS_DIRECTIONAL_LIGHTING) && defined(VARIANT_HAS_SHADOWING)
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bool visualizeCascades = bool(frameUniforms.cascades & 0x10u);
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if (visualizeCascades) {
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