Further shader compilation development.
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@@ -11,15 +11,15 @@ void mesh_lookup::add(
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) {
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m_shader_program_lookup.add(
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shader_program_handle,
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shader_program::attributes::mesh::all,
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shader_program::uniforms::mesh::all
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shading::attributes::mesh::all,
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shading::uniforms::mesh::all
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);
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}
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std::optional<zgl::shader_program_handle> mesh_lookup::find(
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requirements::mesh::flags requirements
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) const {
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auto capability = shader_program::features::mesh::type{};
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auto capability = shading::features::mesh::type{};
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auto index = std::size_t{};
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@@ -30,7 +30,7 @@ std::optional<zgl::shader_program_handle> mesh_lookup::find(
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if (requirement_flags & 1)
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{
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const auto shader_requirements_index = requirements::mesh::all[index].shader_program_requirement_index;
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const auto& [ attributes, uniforms ] = shader_program::features::mesh::all[shader_requirements_index];
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const auto& [ attributes, uniforms ] = shading::features::mesh::all[shader_requirements_index];
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capability.attributes |= attributes;
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capability.uniforms |= uniforms;
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}
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@@ -47,7 +47,7 @@ std::optional<zgl::shader_program_handle> mesh_lookup::find(
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return m_shader_program_lookup.find(
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static_cast<ztu::u32>(capability.attributes),
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static_cast<ztu::u32>(capability.uniforms),
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shader_program::attributes::mesh::all
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shading::attributes::mesh::all
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);
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}
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