Replace const ShaderAst::StatementPtr& by ShaderAst::Statement& in input
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@@ -30,8 +30,8 @@ namespace Nz
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GlslWriter(GlslWriter&&) = delete;
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~GlslWriter() = default;
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inline std::string Generate(ShaderAst::StatementPtr& shader, const States& states = {});
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std::string Generate(std::optional<ShaderStageType> shaderStage, ShaderAst::StatementPtr& shader, const States& states = {});
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inline std::string Generate(ShaderAst::Statement& shader, const States& states = {});
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std::string Generate(std::optional<ShaderStageType> shaderStage, ShaderAst::Statement& shader, const States& states = {});
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void SetEnv(Environment environment);
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@@ -45,6 +45,7 @@ namespace Nz
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};
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static const char* GetFlipYUniformName();
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static ShaderAst::StatementPtr Sanitize(ShaderAst::Statement& ast, std::string* error = nullptr);
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private:
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void Append(const ShaderAst::ExpressionType& type);
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