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https://github.com/aharabada/glitchy-engine-beef.git
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Separate handling for hlsl and fx files
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@@ -201,6 +201,7 @@ extension ShaderCompiler
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{
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StringView str = StringView((char8*)errorBlob.GetBufferPointer(), (int)errorBlob.GetBufferSize());
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Log.EngineLogger.Error($"Failed to compile Shader: Error Code({(int)result}): {result} | Error Message: {str}");
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return .Err;
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}
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}
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@@ -121,10 +121,17 @@ class ShaderProcessor : IAssetProcessor
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// Name in Shader -> Name in Engine
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Dictionary<StringView, StringView> engineBuffers = scope .();
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ProcessedShader processedShader = null;
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defer
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{
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ClearDictionaryAndDeleteValues!(variables);
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ClearAndDeleteItems!(bufferNames);
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if (@return case .Err)
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{
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delete processedShader;
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}
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}
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String code = new String(importedShader.HlslCode);
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@@ -138,7 +145,7 @@ class ShaderProcessor : IAssetProcessor
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return .Ok;
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}
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ProcessedShader processedShader = new ProcessedShader(new AssetIdentifier(importedShader.AssetIdentifier), config.AssetHandle);
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processedShader = new ProcessedShader(new AssetIdentifier(importedShader.AssetIdentifier), config.AssetHandle);
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Try!(CompileAndReflect(vsName, psName, importedShader, code, processedShader));
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