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Graphics/Shaders: Use forward declarations where applicable
Now, with all of the headers normalized, we can safely convert some headers into forward declarations without needing to worry about potentially breaking code in other headers or source files.
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@@ -1,22 +1,25 @@
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#pragma once
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#include <array>
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#include <optional>
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#include <cstdint>
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#include <memory>
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#include "DataSpec/DNAMP1/CMDLMaterials.hpp"
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#include "Runtime/Graphics/CGraphics.hpp"
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#include <hecl/Backend.hpp>
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#include <hecl/Runtime.hpp>
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#include <zeus/CColor.hpp>
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#include <zeus/CVector3f.hpp>
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#include <zeus/CVector4f.hpp>
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#define URDE_MAX_LIGHTS 8
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namespace hecl::Backend {
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class ShaderTag;
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}
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namespace urde {
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class CLight;
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enum EExtendedShader : uint8_t {
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Flat,
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