Shader/ShaderAst: Rename AccessMember* to Access*
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@@ -816,8 +816,8 @@ namespace Nz::ShaderLang
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return lhs;
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if (currentOp.type == TokenType::Dot)
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{
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std::unique_ptr<ShaderAst::AccessMemberIdentifierExpression> accessMemberNode = std::make_unique<ShaderAst::AccessMemberIdentifierExpression>();
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{
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std::unique_ptr<ShaderAst::AccessIdentifierExpression> accessMemberNode = std::make_unique<ShaderAst::AccessIdentifierExpression>();
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accessMemberNode->expr = std::move(lhs);
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do
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@@ -833,7 +833,7 @@ namespace Nz::ShaderLang
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{
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if (Peek().type == TokenType::OpenParenthesis)
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{
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auto parameters = ParseParameters();
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auto parameters = ParseParameters();
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parameters.insert(parameters.begin(), std::move(accessMemberNode->expr));
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lhs = ShaderBuilder::Intrinsic(ShaderAst::IntrinsicType::SampleTexture, std::move(parameters));
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