Trying to fix metal shader compilation
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@@ -106,7 +106,7 @@ void UIPass::createRenderPass()
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createInfo.entryPoint = "fragmentMain";
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fragmentShader = graphics->createFragmentShader(createInfo);
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descriptorLayout = graphics->createDescriptorLayout("UIDescriptorLayout");
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descriptorLayout = graphics->createDescriptorLayout("pParams");
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descriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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descriptorLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_SAMPLER);
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descriptorLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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@@ -140,7 +140,7 @@ void UIPass::createRenderPass()
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descriptorSet->writeChanges();
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Gfx::OPipelineLayout pipelineLayout = graphics->createPipelineLayout();
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pipelineLayout->addDescriptorLayout(0, descriptorLayout);
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pipelineLayout->addDescriptorLayout(descriptorLayout);
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pipelineLayout->create();
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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