@@ -921,17 +921,17 @@ std::string GpuShaderText::sampleTex3D(const std::string& textureName,
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void GpuShaderText::declareUniformFloat (const std::string & uniformName)
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{
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- std::string uniformDeclString (" uniform" );
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+ std::string uniformDeclString (" uniform " );
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if (m_lang == GPU_LANGUAGE_MSL_2_0 || m_lang == GPU_LANGUAGE_GLSL_VK_4_6)
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{
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uniformDeclString = " " ;
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}
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- newLine () << uniformDeclString << " " << floatKeyword () << " " << uniformName << " ;" ;
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+ newLine () << uniformDeclString << floatKeyword () << " " << uniformName << " ;" ;
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}
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void GpuShaderText::declareUniformBool (const std::string & uniformName)
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{
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- std::string uniformDeclString (" uniform" );
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+ std::string uniformDeclString (" uniform " );
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std::string boolKeyword (" bool" );
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if (m_lang == GPU_LANGUAGE_MSL_2_0)
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{
@@ -942,37 +942,37 @@ void GpuShaderText::declareUniformBool(const std::string & uniformName)
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uniformDeclString = " " ;
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boolKeyword = " int" ;
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}
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- newLine () << uniformDeclString << " " << boolKeyword << " " << uniformName << " ;" ;
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+ newLine () << uniformDeclString << boolKeyword << " " << uniformName << " ;" ;
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}
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void GpuShaderText::declareUniformFloat3 (const std::string & uniformName)
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{
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- std::string uniformDeclString (" uniform" );
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+ std::string uniformDeclString (" uniform " );
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if (m_lang == GPU_LANGUAGE_MSL_2_0 || m_lang == GPU_LANGUAGE_GLSL_VK_4_6)
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{
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uniformDeclString = " " ;
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}
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- newLine () << uniformDeclString << " " << float3Keyword () << " " << uniformName << " ;" ;
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+ newLine () << uniformDeclString << float3Keyword () << " " << uniformName << " ;" ;
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}
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void GpuShaderText::declareUniformArrayFloat (const std::string & uniformName, unsigned int size)
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{
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- std::string uniformDeclString (" uniform" );
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+ std::string uniformDeclString (" uniform " );
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if (m_lang == GPU_LANGUAGE_MSL_2_0 || m_lang == GPU_LANGUAGE_GLSL_VK_4_6)
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{
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uniformDeclString = " " ;
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}
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- newLine () << uniformDeclString << " " << floatKeyword () << " " << uniformName << " [" << size << " ];" ;
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+ newLine () << uniformDeclString << floatKeyword () << " " << uniformName << " [" << size << " ];" ;
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}
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void GpuShaderText::declareUniformArrayInt (const std::string & uniformName, unsigned int size)
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{
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- std::string uniformDeclString (" uniform" );
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+ std::string uniformDeclString (" uniform " );
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if (m_lang == GPU_LANGUAGE_MSL_2_0 || m_lang == GPU_LANGUAGE_GLSL_VK_4_6)
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{
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uniformDeclString = " " ;
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}
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- newLine () << uniformDeclString << " " << intKeyword () << " " << uniformName << " [" << size << " ];" ;
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+ newLine () << uniformDeclString << intKeyword () << " " << uniformName << " [" << size << " ];" ;
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}
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// Keep the method private as only float & double types are expected
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