Close shader authoring usepass regressions
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@@ -19,6 +19,9 @@ bool IsBuiltinMeshPath(const Containers::String& path);
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bool IsBuiltinMaterialPath(const Containers::String& path);
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bool IsBuiltinShaderPath(const Containers::String& path);
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bool IsBuiltinTexturePath(const Containers::String& path);
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bool TryGetBuiltinShaderPathByShaderName(
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const Containers::String& shaderName,
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Containers::String& outPath);
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const char* GetBuiltinPrimitiveDisplayName(BuiltinPrimitiveType primitiveType);
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Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveType);
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@@ -28,6 +31,7 @@ Containers::String GetBuiltinUnlitShaderPath();
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Containers::String GetBuiltinDepthOnlyShaderPath();
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Containers::String GetBuiltinShadowCasterShaderPath();
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Containers::String GetBuiltinObjectIdShaderPath();
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Containers::String GetBuiltinObjectIdOutlineShaderPath();
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Containers::String GetBuiltinSkyboxShaderPath();
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Containers::String GetBuiltinColorScalePostProcessShaderPath();
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Containers::String GetBuiltinFinalColorShaderPath();
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