Water rendering doesnt work yet
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@@ -100,6 +100,7 @@ struct ShaderPermutation {
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uint8 depthCulling;
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uint8 visibilityPass;
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uint8 rayTracing;
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uint8 dumpIntermediates;
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// TODO: lightmapping etc
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ShaderPermutation() { std::memset(this, 0, sizeof(ShaderPermutation)); }
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void setTaskFile(std::string_view name) {
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@@ -139,6 +140,7 @@ struct ShaderPermutation {
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void setPositionOnly(bool enable) { positionOnly = enable; }
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void setDepthCulling(bool enable) { depthCulling = enable; }
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void setVisibilityPass(bool enable) { visibilityPass = enable; }
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void setDumpIntermediates(bool enable) { dumpIntermediates = enable; }
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};
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// Hashed ShaderPermutation for fast lookup
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struct PermutationId {
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@@ -168,6 +170,7 @@ struct PassConfig {
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bool useMaterial = false;
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bool useVisibility = false;
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bool rayTracing = false;
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bool dumpIntermediates = false;
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};
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class ShaderCompiler {
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public:
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