Fix/new shader issues - #6
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Fix _USE_PQS_BUFFER keyword not seen by unity in CelestialBody_Local_Overlay
VisibleQuadMeshIndices was declared Buffer<uint>, which compiles to a typed fetch and needs an SRV carrying a real DXGI format. The buffer bound to it is PQSRenderer's culled index buffer, allocated with ComputeBufferType.Default and so viewed as a structured buffer with DXGI_FORMAT_UNKNOWN. A typed load against a format-less view is undefined in D3D11. At stride 4 a structured descriptor is bit-compatible with R32_UINT, so the mismatch is invisible on NVIDIA and AMD; drivers that encode typed surfaces separately take every load out of bounds and read back zero, collapsing the overlay geometry onto a single quad. The same declaration in the SDK's terrain and overlay shaders is corrected in KSP2Redux/SDK#fix/new-shader-issues.
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