- Removed empty parantheses on GroupMemoryBarrier macro, which confuse the 2020.1 shader compiler
- Added padding field to cbFSR2 to make it exactly 128 bytes in size, which gives correct buffer alignment on iOS Metal
- Changed auto-exposure reset threshold value to 1e4f, as part of a fix for black screen flashes in OpenGL Core on Nvidia GPUs
- Clamp luma to >= 0 in auto-exposure to fix artifacting in OpenGL Core on Nvidia GPUs
- Removed #extension directives meant for GLSL, which cause shader compiler warnings in Unity
- Removed vk::binding directives, as they are only meant for Vulkan and don't mean anything to Unity
- Initialize inout struct as zero to stop Unity compiler complaints
- Renamed vertex main function to VertMain to prevent duplicate main function declaration
- Removed duplicate VertexOut struct declaration
- Removed unused header includes in vertex shader code, preventing duplicate declarations
- Fixed up a few relative header include paths