Quality of life improvements
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@@ -34,10 +34,10 @@ namespace Nz
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~ShaderAst() = default;
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void AddFunction(std::string name, ShaderNodes::StatementPtr statement, std::vector<FunctionParameter> parameters = {}, ShaderNodes::BasicType returnType = ShaderNodes::BasicType::Void);
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void AddInput(std::string name, ShaderExpressionType type, std::optional<std::size_t> locationIndex);
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void AddOutput(std::string name, ShaderExpressionType type, std::optional<std::size_t> locationIndex);
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void AddInput(std::string name, ShaderExpressionType type, std::optional<std::size_t> locationIndex = {});
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void AddOutput(std::string name, ShaderExpressionType type, std::optional<std::size_t> locationIndex = {});
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void AddStruct(std::string name, std::vector<StructMember> members);
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void AddUniform(std::string name, ShaderExpressionType type, std::optional<std::size_t> bindingIndex, std::optional<ShaderNodes::MemoryLayout> memoryLayout);
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void AddUniform(std::string name, ShaderExpressionType type, std::optional<std::size_t> bindingIndex = {}, std::optional<ShaderNodes::MemoryLayout> memoryLayout = {});
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inline const Function& GetFunction(std::size_t i) const;
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inline std::size_t GetFunctionCount() const;
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