Fix scene selection outline mask path
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@@ -33,6 +33,8 @@ constexpr const char* kBuiltinDepthOnlyShaderPath = "builtin://shaders/depth-onl
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constexpr const char* kBuiltinShadowCasterShaderPath = "builtin://shaders/shadow-caster";
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constexpr const char* kBuiltinObjectIdShaderPath = "builtin://shaders/object-id";
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constexpr const char* kBuiltinObjectIdOutlineShaderPath = "builtin://shaders/object-id-outline";
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constexpr const char* kBuiltinSelectionMaskShaderPath = "builtin://shaders/selection-mask";
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constexpr const char* kBuiltinSelectionOutlineShaderPath = "builtin://shaders/selection-outline";
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constexpr const char* kBuiltinSkyboxShaderPath = "builtin://shaders/skybox";
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constexpr const char* kBuiltinVolumetricShaderPath = "builtin://shaders/volumetric";
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constexpr const char* kBuiltinColorScalePostProcessShaderPath =
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@@ -60,6 +62,10 @@ constexpr const char* kBuiltinObjectIdShaderAssetRelativePath =
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"engine/assets/builtin/shaders/object-id.shader";
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constexpr const char* kBuiltinObjectIdOutlineShaderAssetRelativePath =
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"engine/assets/builtin/shaders/object-id-outline.shader";
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constexpr const char* kBuiltinSelectionMaskShaderAssetRelativePath =
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"engine/assets/builtin/shaders/selection-mask.shader";
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constexpr const char* kBuiltinSelectionOutlineShaderAssetRelativePath =
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"engine/assets/builtin/shaders/selection-outline.shader";
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constexpr const char* kBuiltinSkyboxShaderAssetRelativePath =
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"engine/assets/builtin/shaders/skybox.shader";
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constexpr const char* kBuiltinVolumetricShaderAssetRelativePath =
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@@ -149,6 +155,12 @@ const char* GetBuiltinShaderAssetRelativePath(const Containers::String& builtinS
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if (builtinShaderPath == Containers::String(kBuiltinObjectIdOutlineShaderPath)) {
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return kBuiltinObjectIdOutlineShaderAssetRelativePath;
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}
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if (builtinShaderPath == Containers::String(kBuiltinSelectionMaskShaderPath)) {
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return kBuiltinSelectionMaskShaderAssetRelativePath;
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}
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if (builtinShaderPath == Containers::String(kBuiltinSelectionOutlineShaderPath)) {
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return kBuiltinSelectionOutlineShaderAssetRelativePath;
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}
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if (builtinShaderPath == Containers::String(kBuiltinSkyboxShaderPath)) {
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return kBuiltinSkyboxShaderAssetRelativePath;
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}
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@@ -710,6 +722,14 @@ Shader* BuildBuiltinObjectIdOutlineShader(const Containers::String& path) {
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return TryLoadBuiltinShaderFromAsset(path);
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}
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Shader* BuildBuiltinSelectionMaskShader(const Containers::String& path) {
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return TryLoadBuiltinShaderFromAsset(path);
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}
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Shader* BuildBuiltinSelectionOutlineShader(const Containers::String& path) {
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return TryLoadBuiltinShaderFromAsset(path);
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}
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Shader* BuildBuiltinSkyboxShader(const Containers::String& path) {
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return TryLoadBuiltinShaderFromAsset(path);
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}
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@@ -735,9 +755,6 @@ Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
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params.memorySize = 0;
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material->Initialize(params);
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MaterialRenderState renderState = {};
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renderState.cullMode = MaterialCullMode::Back;
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material->SetRenderState(renderState);
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material->SetRenderQueue(MaterialRenderQueue::Geometry);
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material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
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material->SetTexture(
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@@ -823,6 +840,14 @@ bool TryGetBuiltinShaderPathByShaderName(
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outPath = GetBuiltinObjectIdOutlineShaderPath();
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return true;
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}
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if (shaderName == "Builtin Selection Mask") {
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outPath = GetBuiltinSelectionMaskShaderPath();
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return true;
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}
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if (shaderName == "Builtin Selection Outline") {
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outPath = GetBuiltinSelectionOutlineShaderPath();
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return true;
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}
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if (shaderName == "Builtin Skybox") {
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outPath = GetBuiltinSkyboxShaderPath();
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return true;
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@@ -902,6 +927,14 @@ Containers::String GetBuiltinObjectIdOutlineShaderPath() {
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return Containers::String(kBuiltinObjectIdOutlineShaderPath);
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}
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Containers::String GetBuiltinSelectionMaskShaderPath() {
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return Containers::String(kBuiltinSelectionMaskShaderPath);
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}
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Containers::String GetBuiltinSelectionOutlineShaderPath() {
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return Containers::String(kBuiltinSelectionOutlineShaderPath);
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}
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Containers::String GetBuiltinSkyboxShaderPath() {
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return Containers::String(kBuiltinSkyboxShaderPath);
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}
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@@ -1018,6 +1051,10 @@ LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
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shader = BuildBuiltinObjectIdShader(path);
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} else if (path == GetBuiltinObjectIdOutlineShaderPath()) {
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shader = BuildBuiltinObjectIdOutlineShader(path);
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} else if (path == GetBuiltinSelectionMaskShaderPath()) {
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shader = BuildBuiltinSelectionMaskShader(path);
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} else if (path == GetBuiltinSelectionOutlineShaderPath()) {
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shader = BuildBuiltinSelectionOutlineShader(path);
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} else if (path == GetBuiltinSkyboxShaderPath()) {
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shader = BuildBuiltinSkyboxShader(path);
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} else if (path == GetBuiltinVolumetricShaderPath()) {
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