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Implement Metal lighting shader
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@@ -95,7 +95,7 @@ void CTextRenderBuffer::CommitResources()
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boo::ITexture* texs[] = {chs.m_font.GetObj()->GetTexture()->GetBooTexture()};
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chs.m_dataBinding = ctx.newShaderDataBinding(g_TextShaderPipeline, vFmt,
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nullptr, chs.m_instBuf, nullptr,
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1, uniforms, 1, texs);
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1, uniforms, nullptr, 1, texs);
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}
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for (BooImage& img : m_images)
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@@ -126,7 +126,7 @@ void CTextRenderBuffer::CommitResources()
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boo::ITexture* texs[] = {tex->GetBooTexture()};
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img.m_dataBinding.push_back(ctx.newShaderDataBinding(g_TextImageShaderPipeline, vFmt,
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nullptr, img.m_instBuf, nullptr,
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1, uniforms, 1, texs));
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1, uniforms, nullptr, 1, texs));
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}
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}
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return true;
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