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* Vulkan: bind all four model-matrix attribute locations for decals The Vulkan shader input mask had one bit per listed attribute, so the pipeline dropped the MATRIX4 attributes at locations 9-11 and the decal vertex shader read three of its four instance-matrix columns from unbound inputs. No decal was ever drawn in Vulkan. The mask now covers four locations for VATTRIB_MODEL_MATRIX. It is built by shader_vertex_input_mask() in shader_types so both Vulkan call sites share it and a unit test covers it without a Vulkan build. Fixes #7866 * Vulkan: build the decal pipeline with the material's shader flags The decal pipeline config set the shader type but not the flags, so the decal shader variant was always compiled without USE_NORMAL_MAP and fell back to screen-space derivative normals for angle rejection. Far more of the decal volume passed the angle test than in OpenGL, which lit the decals brighter and wider. The pipeline now takes the flags the material reports, as the other draw paths already do. * Review fixes: exact input-mask test, decal flag polarity test, mask width check Pin the full mask per shader type instead of the presence of the matrix bits, so an expansion of any other attribute fails; pin that a decal without a normal map is the one that reads the scene normal buffer; add a compile-time bound on the mask width; trim two comments. --------- Co-authored-by: Dustinspace217 <[email protected]>