Renderer/ShaderNodes: Add support for accessing struct fields
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@@ -7,7 +7,7 @@
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namespace Nz::ShaderNodes
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{
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inline std::shared_ptr<BuiltinVariable> BuiltinVariable::Build(BuiltinEntry variable, BasicType varType)
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inline std::shared_ptr<BuiltinVariable> BuiltinVariable::Build(BuiltinEntry variable, ShaderExpressionType varType)
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{
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auto node = std::make_shared<BuiltinVariable>();
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node->entry = variable;
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@@ -16,7 +16,7 @@ namespace Nz::ShaderNodes
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return node;
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}
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inline std::shared_ptr<InputVariable> InputVariable::Build(std::string varName, BasicType varType)
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inline std::shared_ptr<InputVariable> InputVariable::Build(std::string varName, ShaderExpressionType varType)
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{
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auto node = std::make_shared<InputVariable>();
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node->name = std::move(varName);
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@@ -25,7 +25,7 @@ namespace Nz::ShaderNodes
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return node;
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}
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inline std::shared_ptr<LocalVariable> LocalVariable::Build(std::string varName, BasicType varType)
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inline std::shared_ptr<LocalVariable> LocalVariable::Build(std::string varName, ShaderExpressionType varType)
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{
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auto node = std::make_shared<LocalVariable>();
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node->name = std::move(varName);
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@@ -34,7 +34,7 @@ namespace Nz::ShaderNodes
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return node;
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}
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inline std::shared_ptr<OutputVariable> OutputVariable::Build(std::string varName, BasicType varType)
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inline std::shared_ptr<OutputVariable> OutputVariable::Build(std::string varName, ShaderExpressionType varType)
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{
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auto node = std::make_shared<OutputVariable>();
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node->name = std::move(varName);
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@@ -43,7 +43,7 @@ namespace Nz::ShaderNodes
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return node;
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}
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inline std::shared_ptr<ParameterVariable> ParameterVariable::Build(std::string varName, BasicType varType)
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inline std::shared_ptr<ParameterVariable> ParameterVariable::Build(std::string varName, ShaderExpressionType varType)
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{
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auto node = std::make_shared<ParameterVariable>();
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node->name = std::move(varName);
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@@ -52,7 +52,7 @@ namespace Nz::ShaderNodes
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return node;
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}
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inline std::shared_ptr<UniformVariable> UniformVariable::Build(std::string varName, BasicType varType)
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inline std::shared_ptr<UniformVariable> UniformVariable::Build(std::string varName, ShaderExpressionType varType)
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{
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auto node = std::make_shared<UniformVariable>();
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node->name = std::move(varName);
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