Make changes for breaking NZSL update
Fix build Fix compilation (again) Fix global included TextureAsset belongs to another branch Add missing include Fix include (should be good, finally)
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@@ -256,6 +256,8 @@ namespace Nz
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void Graphics::BuildDefaultMaterials()
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{
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using namespace nzsl::Ast::Literals;
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std::size_t depthPassIndex = m_materialPassRegistry.GetPassIndex("DepthPass");
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std::size_t shadowPassIndex = m_materialPassRegistry.GetPassIndex("ShadowPass");
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std::size_t distanceShadowPassIndex = m_materialPassRegistry.GetPassIndex("DistanceShadowPass");
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@@ -274,17 +276,17 @@ namespace Nz
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settings.AddPass(forwardPassIndex, forwardPass);
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MaterialPass depthPass = forwardPass;
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depthPass.options[CRC32("DepthPass")] = true;
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depthPass.options["DepthPass"_opt] = true;
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settings.AddPass(depthPassIndex, depthPass);
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MaterialPass shadowPass = depthPass;
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shadowPass.options[CRC32("ShadowPass")] = true;
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shadowPass.options["ShadowPass"_opt] = true;
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shadowPass.states.frontFace = FrontFace::Clockwise;
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shadowPass.states.depthClamp = enabledFeatures.depthClamping;
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settings.AddPass(shadowPassIndex, shadowPass);
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MaterialPass distanceShadowPass = shadowPass;
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distanceShadowPass.options[CRC32("DistanceDepth")] = true;
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distanceShadowPass.options["DistanceDepth"_opt] = true;
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settings.AddPass(distanceShadowPassIndex, distanceShadowPass);
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m_defaultMaterials.materials[MaterialType::Basic].material = std::make_shared<Material>(std::move(settings), "BasicMaterial");
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@@ -302,17 +304,17 @@ namespace Nz
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settings.AddPass(forwardPassIndex, forwardPass);
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MaterialPass depthPass = forwardPass;
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depthPass.options[CRC32("DepthPass")] = true;
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depthPass.options["DepthPass"_opt] = true;
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settings.AddPass(depthPassIndex, depthPass);
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MaterialPass shadowPass = depthPass;
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shadowPass.options[CRC32("ShadowPass")] = true;
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shadowPass.options["ShadowPass"_opt] = true;
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shadowPass.states.frontFace = FrontFace::Clockwise;
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shadowPass.states.depthClamp = enabledFeatures.depthClamping;
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settings.AddPass(shadowPassIndex, shadowPass);
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MaterialPass distanceShadowPass = shadowPass;
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distanceShadowPass.options[CRC32("DistanceDepth")] = true;
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distanceShadowPass.options["DistanceDepth"_opt] = true;
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settings.AddPass(distanceShadowPassIndex, distanceShadowPass);
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m_defaultMaterials.materials[MaterialType::PhysicallyBased].material = std::make_shared<Material>(std::move(settings), "PhysicallyBasedMaterial");
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@@ -330,17 +332,17 @@ namespace Nz
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settings.AddPass(forwardPassIndex, forwardPass);
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MaterialPass depthPass = forwardPass;
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depthPass.options[CRC32("DepthPass")] = true;
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depthPass.options["DepthPass"_opt] = true;
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settings.AddPass(depthPassIndex, depthPass);
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MaterialPass shadowPass = depthPass;
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shadowPass.options[CRC32("ShadowPass")] = true;
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shadowPass.options["ShadowPass"_opt] = true;
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shadowPass.states.frontFace = FrontFace::Clockwise;
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shadowPass.states.depthClamp = enabledFeatures.depthClamping;
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settings.AddPass(shadowPassIndex, shadowPass);
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MaterialPass distanceShadowPass = shadowPass;
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distanceShadowPass.options[CRC32("DistanceDepth")] = true;
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distanceShadowPass.options["DistanceDepth"_opt] = true;
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settings.AddPass(distanceShadowPassIndex, distanceShadowPass);
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m_defaultMaterials.materials[MaterialType::Phong].material = std::make_shared<Material>(std::move(settings), "PhongMaterial");
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