Working on visibility pass
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@@ -36,12 +36,13 @@ void ShaderCompiler::registerVertexData(VertexData *vd)
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void ShaderCompiler::registerRenderPass(std::string name, PassConfig config)
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{
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passes[name] = config;
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passes[name] = std::move(config);
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compile();
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}
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ShaderPermutation ShaderCompiler::getTemplate(std::string name)
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{
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std::scoped_lock lock(shadersLock);
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ShaderPermutation permutation;
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PassConfig &pass = passes[name];
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if (pass.useMeshShading)
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