OpenGLRenderer: Allow RenderPipeline without a fragment shader on OpenGL ES
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@@ -20,6 +20,7 @@ namespace Nz::ShaderBuilder
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struct AccessMember
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{
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inline std::unique_ptr<ShaderAst::AccessMemberIdentifierExpression> operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::string> memberIdentifiers) const;
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inline std::unique_ptr<ShaderAst::AccessMemberIndexExpression> operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::size_t> memberIndices) const;
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};
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struct Assign
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@@ -104,7 +105,7 @@ namespace Nz::ShaderBuilder
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struct Multi
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{
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inline std::unique_ptr<ShaderAst::MultiStatement> operator()(std::vector<ShaderAst::StatementPtr> statements) const;
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inline std::unique_ptr<ShaderAst::MultiStatement> operator()(std::vector<ShaderAst::StatementPtr> statements = {}) const;
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};
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template<typename T>
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