Fix scene selection outline mask path
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@@ -69,6 +69,8 @@ TEST(ShaderLoader, CanLoad) {
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EXPECT_TRUE(loader.CanLoad(GetBuiltinUnlitShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdOutlineShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinSelectionMaskShaderPath()));
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EXPECT_TRUE(loader.CanLoad(GetBuiltinSelectionOutlineShaderPath()));
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EXPECT_FALSE(loader.CanLoad("test.vert"));
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EXPECT_FALSE(loader.CanLoad("test.frag"));
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EXPECT_FALSE(loader.CanLoad("test.glsl"));
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@@ -2516,6 +2518,27 @@ TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsAuthoringVariants) {
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delete shader;
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}
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TEST(ShaderLoader, LoadBuiltinSelectionMaskShaderBuildsAuthoringVariants) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinSelectionMaskShaderPath());
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ASSERT_TRUE(result);
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ASSERT_NE(result.resource, nullptr);
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Shader* shader = static_cast<Shader*>(result.resource);
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ASSERT_NE(shader, nullptr);
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ASSERT_TRUE(shader->IsValid());
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const ShaderPass* alphaTestPass = shader->FindPass("SelectionMask");
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ASSERT_NE(alphaTestPass, nullptr);
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EXPECT_EQ(alphaTestPass->resources.Size(), 4u);
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ASSERT_EQ(alphaTestPass->keywordDeclarations.Size(), 1u);
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EXPECT_EQ(alphaTestPass->keywordDeclarations[0].type, ShaderKeywordDeclarationType::ShaderFeatureLocal);
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ASSERT_EQ(alphaTestPass->keywordDeclarations[0].options.Size(), 2u);
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EXPECT_EQ(alphaTestPass->keywordDeclarations[0].options[1], "XC_ALPHA_TEST");
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delete shader;
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}
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TEST(ShaderLoader, LoadBuiltinDepthOnlyShaderBuildsAuthoringVariants) {
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ShaderLoader loader;
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LoadResult result = loader.Load(GetBuiltinDepthOnlyShaderPath());
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