5b969f54cac1192c4f83fc8bb6b7700c87d9b482
The Specialization Shader workaround generated code that wasn't Vulkan GLSL compliant. The uintBitsToFloat cannot be used during global const initialization. This is a temporary work around until we implement the Specialization Constants for Vulkan. Pull Request: https://projects.blender.org/blender/blender/pulls/116942
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Blender
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