message: Apply shader prefix even if encoding is directly accepted. Closes
  * The prefix, if available, must always be applied for custom shaders to compile
  correctly.
diff: @@ -4244,16 +4244,30 @@ void TextureViewer::reloadCustomShaders(const QString &filter)
  QTextStream stream(&fileHandle);
  QString source = stream.readAll();
  - bytebuf shaderBytes(source.toUtf8());
  + bytebuf shaderBytes;
  rdcarray<ShaderEncoding> supported = m_Ctx.CustomShaderEncodings();
  rdcarray<ShaderSourcePrefix> prefixes = m_Ctx.CustomShaderSourcePrefixes();
  rdcstr errors;
  - // we don't accept this encoding directly, need to compile
  - if(!supported.contains(encoding))
  + if(supported.contains(encoding))
  {
  + // apply any prefix needed
  + for(const ShaderSourcePrefix &prefix : prefixes)
  + {
  + if(prefix.encoding == encoding)
  + {
  + source = QString(prefix.prefix) + source;
  + break;
  + }
  + }
  +
  + shaderBytes = bytebuf(source.toUtf8());
  + }
  + else
  + {
  + // we don't accept this encoding directly, need to compile
  for(const ShaderProcessingTool &tool : m_Ctx.Config().ShaderProcessors)
  {
  // pick the first tool that can convert to an accepted format
  