OpenGLRenderer: Fix Y flipping for FBOs
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fb3468854f
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311cfeaf3c
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@ -106,6 +106,7 @@ namespace Nz
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std::optional<Nz::Recti> scissorRegion;
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std::optional<Nz::Recti> viewportRegion;
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std::vector<VertexBuffer> vertexBuffers;
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bool shouldFlipY = false;
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};
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struct DrawData
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@ -142,6 +142,8 @@ namespace Nz
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std::copy(clearValues.begin(), clearValues.end(), setFramebuffer.clearValues.begin());
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m_commands.emplace_back(std::move(setFramebuffer));
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m_currentStates.shouldFlipY = (framebuffer.GetType() == OpenGLFramebuffer::Type::Window);
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}
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inline void OpenGLCommandBuffer::SetScissor(Nz::Recti scissorRegion)
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@ -24,11 +24,15 @@ namespace Nz
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void Apply(const GL::Context& context) const;
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void FlipY(bool shouldFlipY) const;
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inline const RenderPipelineInfo& GetPipelineInfo() const override;
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private:
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RenderPipelineInfo m_pipelineInfo;
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GL::Program m_program;
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GLint m_flipYUniformLocation;
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mutable bool m_isYFlipped;
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};
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}
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@ -26,10 +26,14 @@ namespace Nz::GL
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inline void AttachShader(GLuint shader);
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inline bool GetLinkStatus(std::string* error = nullptr);
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inline bool GetLinkStatus(std::string* error = nullptr) const;
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inline GLint GetUniformLocation(const char* uniformName) const;
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inline GLint GetUniformLocation(const std::string& uniformName) const;
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inline void Link();
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inline void Uniform(GLint uniformLocation, float value) const;
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Program& operator=(const Program&) = delete;
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Program& operator=(Program&&) noexcept = default;
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@ -16,7 +16,7 @@ namespace Nz::GL
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context.glAttachShader(m_objectId, shader);
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}
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inline bool Program::GetLinkStatus(std::string* error)
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inline bool Program::GetLinkStatus(std::string* error) const
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{
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assert(m_objectId);
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const Context& context = EnsureDeviceContext();
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@ -45,6 +45,19 @@ namespace Nz::GL
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return true;
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}
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inline GLint Program::GetUniformLocation(const char* uniformName) const
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{
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assert(m_objectId);
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const Context& context = EnsureDeviceContext();
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return context.glGetUniformLocation(m_objectId, uniformName);
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}
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inline GLint Program::GetUniformLocation(const std::string& uniformName) const
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{
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return GetUniformLocation(uniformName.c_str());
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}
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inline void Program::Link()
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{
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assert(m_objectId);
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@ -53,6 +66,15 @@ namespace Nz::GL
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context.glLinkProgram(m_objectId);
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}
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inline void Program::Uniform(GLint uniformLocation, float value) const
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{
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assert(m_objectId);
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const Context& context = EnsureDeviceContext();
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context.BindProgram(m_objectId);
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context.glUniform1f(uniformLocation, value);
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}
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inline GLuint Program::CreateHelper(OpenGLDevice& /*device*/, const Context& context)
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{
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return context.glCreateProgram();
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@ -43,6 +43,8 @@ namespace Nz
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bool flipYPosition = false;
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};
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static const char* GetFlipYUniformName();
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private:
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void Append(ShaderExpressionType type);
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void Append(ShaderNodes::BuiltinEntry builtin);
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@ -7,6 +7,7 @@
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#include <Nazara/OpenGLRenderer/Utils.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLShaderStage.hpp>
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#include <Nazara/Shader/GlslWriter.hpp>
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#include <cassert>
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#include <stdexcept>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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@ -14,7 +15,8 @@
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namespace Nz
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{
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OpenGLRenderPipeline::OpenGLRenderPipeline(OpenGLDevice& device, RenderPipelineInfo pipelineInfo) :
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m_pipelineInfo(std::move(pipelineInfo))
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m_pipelineInfo(std::move(pipelineInfo)),
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m_isYFlipped(false)
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{
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if (!m_program.Create(device))
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throw std::runtime_error("failed to create program");
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@ -30,6 +32,10 @@ namespace Nz
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std::string errLog;
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if (!m_program.GetLinkStatus(&errLog))
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throw std::runtime_error("failed to link program: " + errLog);
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m_flipYUniformLocation = m_program.GetUniformLocation(GlslWriter::GetFlipYUniformName());
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if (m_flipYUniformLocation != -1)
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m_program.Uniform(m_flipYUniformLocation, 1.f);
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}
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void OpenGLRenderPipeline::Apply(const GL::Context& context) const
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@ -37,4 +43,13 @@ namespace Nz
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context.UpdateStates(m_pipelineInfo);
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context.BindProgram(m_program.GetObjectId()); //< Bind program after states
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}
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void OpenGLRenderPipeline::FlipY(bool shouldFlipY) const
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{
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if (m_isYFlipped != shouldFlipY)
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{
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m_program.Uniform(m_flipYUniformLocation, (shouldFlipY) ? -1.f : 1.f);
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m_isYFlipped = shouldFlipY;
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}
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}
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}
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@ -10,6 +10,7 @@
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#include <Nazara/Shader/ShaderAstCloner.hpp>
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#include <Nazara/Shader/ShaderAstUtils.hpp>
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#include <Nazara/Shader/ShaderAstValidator.hpp>
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#include <optional>
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#include <stdexcept>
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#include <Nazara/Shader/Debug.hpp>
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@ -17,6 +18,8 @@ namespace Nz
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{
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namespace
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{
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static const char* flipYUniformName = "_NzFlipValue";
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struct AstAdapter : ShaderAstCloner
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{
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void Visit(ShaderNodes::AssignOp& node) override
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@ -35,8 +38,11 @@ namespace Nz
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if (builtinVar.entry != ShaderNodes::BuiltinEntry::VertexPosition)
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return ShaderAstCloner::Visit(node);
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auto fixYConstant = ShaderBuilder::Constant(Nz::Vector4f(1.f, -1.f, 1.f, 1.f));
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auto mulFix = ShaderBuilder::Multiply(CloneExpression(node.right), fixYConstant);
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auto flipVar = ShaderBuilder::Uniform(flipYUniformName, ShaderNodes::BasicType::Float1);
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auto oneConstant = ShaderBuilder::Constant(1.f);
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auto fixYValue = ShaderBuilder::Cast<ShaderNodes::BasicType::Float4>(oneConstant, ShaderBuilder::Identifier(flipVar), oneConstant, oneConstant);
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auto mulFix = ShaderBuilder::Multiply(CloneExpression(node.right), fixYValue);
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PushExpression(ShaderNodes::AssignOp::Build(node.op, CloneExpression(node.left), mulFix));
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}
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@ -50,8 +56,21 @@ namespace Nz
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{
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}
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std::string GlslWriter::Generate(const ShaderAst& shader, const States& conditions)
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std::string GlslWriter::Generate(const ShaderAst& inputShader, const States& conditions)
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{
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const ShaderAst* selectedShader = &inputShader;
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std::optional<ShaderAst> modifiedShader;
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if (inputShader.GetStage() == ShaderStageType::Vertex && m_environment.flipYPosition)
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{
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modifiedShader.emplace(inputShader);
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modifiedShader->AddUniform(flipYUniformName, ShaderNodes::BasicType::Float1);
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selectedShader = &modifiedShader.value();
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}
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const ShaderAst& shader = *selectedShader;
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std::string error;
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if (!ValidateShader(shader, &error))
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throw std::runtime_error("Invalid shader AST: " + error);
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@ -172,9 +191,9 @@ namespace Nz
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const char* inKeyword = (glslVersion >= 130) ? "in" : "varying";
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const char* outKeyword = (glslVersion >= 130) ? "out" : "varying";
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DeclareVariables(shader, shader.GetUniforms(), "uniform", "Uniforms");
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DeclareVariables(shader, shader.GetInputs(), inKeyword, "Inputs");
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DeclareVariables(shader, shader.GetOutputs(), outKeyword, "Outputs");
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DeclareVariables(shader, shader.GetUniforms(), "uniform", "Uniforms");
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DeclareVariables(shader, shader.GetInputs(), inKeyword, "Inputs");
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DeclareVariables(shader, shader.GetOutputs(), outKeyword, "Outputs");
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std::size_t functionCount = shader.GetFunctionCount();
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if (functionCount > 1)
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@ -201,6 +220,11 @@ namespace Nz
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m_environment = std::move(environment);
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}
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const char* GlslWriter::GetFlipYUniformName()
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{
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return flipYUniformName;
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}
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void GlslWriter::Append(ShaderExpressionType type)
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{
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std::visit([&](auto&& arg)
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