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auto updateRelativeSpec = createShader(NBL_CORE_UNIQUE_STRING_LITERAL_TYPE("nbl/builtin/glsl/transform_tree/relative_transform_update.comp")());
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auto recomputeGlobalSpec = createShader(NBL_CORE_UNIQUE_STRING_LITERAL_TYPE("nbl/builtin/glsl/transform_tree/global_transform_update.comp")());
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auto recomputeGlobalAndNormalSpec = createShader(NBL_CORE_UNIQUE_STRING_LITERAL_TYPE("nbl/builtin/glsl/transform_tree/global_transform_and_normal_matrix_update.comp")());
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auto debugDrawVertexSpec = createShader(NBL_CORE_UNIQUE_STRING_LITERAL_TYPE("nbl/builtin/glsl/transform_tree/debug.vert")(),asset::IShader::ESS_VERTEX);
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auto debugDrawFragmentSpec = createShader(NBL_CORE_UNIQUE_STRING_LITERAL_TYPE("nbl/builtin/material/debug/vertex_normal/specialized_shader.frag")(),asset::IShader::ESS_FRAGMENT);
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auto updateRelativeSpec = createShader.operator()<core::StringLiteral("nbl/builtin/glsl/transform_tree/relative_transform_update.comp")>();
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auto recomputeGlobalSpec = createShader.operator()<core::StringLiteral("nbl/builtin/glsl/transform_tree/global_transform_update.comp")>();
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auto recomputeGlobalAndNormalSpec = createShader.operator()<core::StringLiteral("nbl/builtin/glsl/transform_tree/global_transform_and_normal_matrix_update.comp")>();
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auto debugDrawVertexSpec = createShader.operator()<core::StringLiteral("nbl/builtin/glsl/transform_tree/debug.vert")>(asset::IShader::ESS_VERTEX);
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auto debugDrawFragmentSpec = createShader.operator()<core::StringLiteral("nbl/builtin/material/debug/vertex_normal/specialized_shader.frag")>(asset::IShader::ESS_FRAGMENT);
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if (!updateRelativeSpec || !recomputeGlobalSpec || !recomputeGlobalAndNormalSpec || !debugDrawVertexSpec || !debugDrawFragmentSpec)
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