Make use of the new EnumMap class
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@@ -86,25 +86,25 @@ namespace Nz
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// TODO: Ensure structs layout is what's expected
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if (auto it = block->uniformBlocks.find("InstanceData"); it != block->uniformBlocks.end())
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m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::InstanceDataUbo)] = it->second.bindingIndex;
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m_engineShaderBindings[EngineShaderBinding::InstanceDataUbo] = it->second.bindingIndex;
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if (auto it = block->uniformBlocks.find("LightData"); it != block->uniformBlocks.end())
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m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::LightDataUbo)] = it->second.bindingIndex;
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m_engineShaderBindings[EngineShaderBinding::LightDataUbo] = it->second.bindingIndex;
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if (auto it = block->uniformBlocks.find("ViewerData"); it != block->uniformBlocks.end())
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m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::ViewerDataUbo)] = it->second.bindingIndex;
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m_engineShaderBindings[EngineShaderBinding::ViewerDataUbo] = it->second.bindingIndex;
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if (auto it = block->samplers.find("ShadowMaps2D"); it != block->samplers.end())
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m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::Shadowmap2D)] = it->second.bindingIndex;
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m_engineShaderBindings[EngineShaderBinding::Shadowmap2D] = it->second.bindingIndex;
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if (auto it = block->samplers.find("ShadowMapsCube"); it != block->samplers.end())
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m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::ShadowmapCube)] = it->second.bindingIndex;
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m_engineShaderBindings[EngineShaderBinding::ShadowmapCube] = it->second.bindingIndex;
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if (auto it = block->uniformBlocks.find("SkeletalData"); it != block->uniformBlocks.end())
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m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::SkeletalDataUbo)] = it->second.bindingIndex;
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m_engineShaderBindings[EngineShaderBinding::SkeletalDataUbo] = it->second.bindingIndex;
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if (auto it = block->samplers.find("TextureOverlay"); it != block->samplers.end())
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m_engineShaderBindings[UnderlyingCast(EngineShaderBinding::OverlayTexture)] = it->second.bindingIndex;
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m_engineShaderBindings[EngineShaderBinding::OverlayTexture] = it->second.bindingIndex;
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}
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for (const auto& handlerPtr : m_settings.GetPropertyHandlers())
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