OpenGLRenderer: Allow RenderPipeline without a fragment shader on OpenGL ES
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@@ -374,7 +374,7 @@ int main()
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stencilPipelineInfo.stencilBack.compare = Nz::RendererComparison::Always;
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stencilPipelineInfo.stencilBack.depthFail = Nz::StencilOperation::Invert;
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stencilPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
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stencilPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
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std::shared_ptr<Nz::RenderPipeline> stencilPipeline = device->InstantiateRenderPipeline(stencilPipelineInfo);
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