Vulkan fixes
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@@ -109,7 +109,7 @@ fun ssao_blur_pass_frag(input: vert_out): float {
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blur_weight_i = 0.008934;
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}
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var posadd: float = i;
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var posadd: float = float(i);
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var nor2: float3 = get_nor(sample_lod(gbuffer0, sampler_linear, input.tex + posadd * constants.dir_inv, 0.0).rg);
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var influence_factor: float = step(discard_threshold, dot(nor2, nor));
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@@ -71,7 +71,7 @@ fun ray_cast(view_ray: float3, dir: float3, vpos: float3): float {
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// for (var i: int = 0; i < max_steps; i = i + 1) {
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var i: int = 0;
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while (i < max_steps) {
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while (i < int(max_steps)) {
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hit_coord += dir;
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var delta: float = get_delta_depth(view_ray, hit_coord);
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if (delta > 0.0 && delta < 0.2) {
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@@ -88,8 +88,8 @@ fun ray_cast(view_ray: float3, dir: float3, vpos: float3): float {
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}
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fun tangent(n: float3): float3 {
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var t1: float3 = cross(n, float3(0, 0, 1));
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var t2: float3 = cross(n, float3(0, 1, 0));
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var t1: float3 = cross(n, float3(0.0, 0.0, 1.0));
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var t2: float3 = cross(n, float3(0.0, 1.0, 0.0));
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if (length(t1) > length(t2)) {
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return normalize(t1);
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}
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