message: workaround a shader compiler bug on qualcomm h/w
diff: @@ -79,7 +79,9 @@ uint getLightIndex(const uint index) {
  uint v = index >> 4u;
  uint c = (index >> 2u) & 0x3u;
  uint s = (index & 0x3u) * 8u;
  - return (froxelRecordUniforms.records[v][c] >> s) & 0xFFu;
  + // this intermediate is needed to workaround a bug on qualcomm h/w
  + highp uvec4 d = froxelRecordUniforms.records[v];
  + return (d[c] >> s) & 0xFFu;
  }
  float getSquareFalloffAttenuation(float distanceSquare, float falloff) {
  