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Moved some of the new shader uid stuff to a common header file.
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@ -267,7 +267,7 @@ void _GenerateLightingShader(T& object, int components, const char* materialsNam
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// TODO: Problem: this one uses copy constructors or sth for uids when returning...
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template<class T, GenOutput type>
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void GenerateShader(T& out, u32 components, API_TYPE api_type)
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void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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{
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#undef SetUidField
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#define SetUidField(name, value) if (type == GO_ShaderUid) {out.GetUidData().name = value; };
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@ -635,12 +635,12 @@ void GenerateShader(T& out, u32 components, API_TYPE api_type)
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setlocale(LC_NUMERIC, ""); // restore locale
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}
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void GenerateShaderUid(ShaderUid& object, u32 components, API_TYPE api_type)
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void GetVertexShaderUid(VertexShaderUid& object, u32 components, API_TYPE api_type)
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{
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return GenerateShader<ShaderUid, GO_ShaderUid>(object, components, api_type);
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GenerateVertexShader<VertexShaderUid, GO_ShaderUid>(object, components, api_type);
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}
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void GenerateShaderCode(ShaderCode& object, u32 components, API_TYPE api_type)
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void GenerateVertexShaderCode(VertexShaderCode& object, u32 components, API_TYPE api_type)
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{
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return GenerateShader<ShaderCode, GO_ShaderCode>(object, components, api_type);
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GenerateVertexShader<VertexShaderCode, GO_ShaderCode>(object, components, api_type);
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}
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