OpenGLRenderer: Allow RenderPipeline without a fragment shader on OpenGL ES
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@@ -16,6 +16,15 @@ namespace Nz::ShaderBuilder
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return accessMemberNode;
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}
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inline std::unique_ptr<ShaderAst::AccessMemberIndexExpression> Impl::AccessMember::operator()(ShaderAst::ExpressionPtr structExpr, std::vector<std::size_t> memberIndices) const
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{
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auto accessMemberNode = std::make_unique<ShaderAst::AccessMemberIndexExpression>();
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accessMemberNode->structExpr = std::move(structExpr);
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accessMemberNode->memberIndices = std::move(memberIndices);
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return accessMemberNode;
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}
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inline std::unique_ptr<ShaderAst::AssignExpression> Impl::Assign::operator()(ShaderAst::AssignType op, ShaderAst::ExpressionPtr left, ShaderAst::ExpressionPtr right) const
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{
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auto assignNode = std::make_unique<ShaderAst::AssignExpression>();
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