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Refactor for blender 2.8 and new shader model
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@@ -1,11 +1,12 @@
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#pragma once
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#include "hecl/Runtime.hpp"
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#include "hecl/Backend/Backend.hpp"
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#include "hecl/Backend.hpp"
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#include "optional.hpp"
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#include "zeus/CVector3f.hpp"
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#include "zeus/CColor.hpp"
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#include "Graphics/CGraphics.hpp"
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#include "DataSpec/DNAMP1/CMDLMaterials.hpp"
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#include <array>
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#define URDE_MAX_LIGHTS 8
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@@ -88,7 +89,8 @@ public:
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using ShaderPipelinesData = std::array<boo::ObjToken<boo::IShaderPipeline>, EExtendedShader::MAX>;
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using ShaderPipelines = std::shared_ptr<ShaderPipelinesData>;
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static ShaderPipelines BuildExtendedShader(const hecl::Backend::ShaderTag& tag, const hecl::Frontend::IR& ir);
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using Material = DataSpec::DNAMP1::HMDLMaterialSet::Material;
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static ShaderPipelines BuildExtendedShader(const hecl::Backend::ShaderTag& tag, const Material& material);
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private:
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static std::unordered_map<uint64_t, ShaderPipelines> g_ShaderPipelines;
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