Multipass shaders
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@@ -4,13 +4,18 @@
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#include "../../runtime/RuntimeShaderArtifact.h"
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#include <string>
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#include <vector>
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struct RuntimePreparedShaderProgram
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{
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std::string layerId;
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std::string shaderId;
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std::string passId;
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std::string sourceFingerprint;
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RuntimeShaderArtifact artifact;
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RuntimeShaderPassArtifact passArtifact;
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std::vector<std::string> inputNames;
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std::string outputName;
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GLuint program = 0;
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GLuint vertexShader = 0;
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GLuint fragmentShader = 0;
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