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Add 'vertexmain' and 'pixelmain' shader entry points.
These are low level 'raw' entry points which don't declare any inputs or outputs themselves. They require GLSL 3 to use.
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@@ -90,11 +90,18 @@ public:
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STANDARD_MAX_ENUM
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};
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enum EntryPoint
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{
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ENTRYPOINT_NONE,
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ENTRYPOINT_HIGHLEVEL,
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ENTRYPOINT_CUSTOM,
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ENTRYPOINT_RAW,
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};
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struct SourceInfo
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{
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Language language;
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bool isStage[ShaderStage::STAGE_MAX_ENUM];
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bool customPixelFunction;
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EntryPoint stages[ShaderStage::STAGE_MAX_ENUM];
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bool usesMRT;
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};
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