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Hook up missing reflection data for writable textures in compute
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@@ -160,6 +160,13 @@ void Shader::mapActiveUniforms()
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}
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else if (u.baseType == UNIFORM_STORAGETEXTURE)
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{
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const auto reflectionit = validationReflection.storageTextures.find(u.name);
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if (reflectionit != validationReflection.storageTextures.end())
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{
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u.storageTextureFormat = reflectionit->second.format;
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u.access = reflectionit->second.access;
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}
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StorageTextureBinding binding = {};
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binding.gltexture = gl.getDefaultTexture(u.textureType, u.dataBaseType);
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binding.type = u.textureType;
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