editor: centralize engine runtime access
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@@ -9,11 +9,15 @@ void SceneViewportRenderPassBundle::Shutdown() {
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}
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void SceneViewportRenderPassBundle::Initialize(
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const SceneViewportShaderPaths& shaderPaths) {
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m_gridRenderer.SetShaderPath(shaderPaths.infiniteGridShaderPath);
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const SceneViewportShaderPaths& shaderPaths,
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EditorEngineServices& engineServices) {
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m_gridRenderer.SetShaderPath(
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shaderPaths.infiniteGridShaderPath,
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&engineServices);
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m_selectionOutlineRenderer.SetShaderPaths(
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shaderPaths.selectionMaskShaderPath,
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shaderPaths.selectionOutlineShaderPath);
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shaderPaths.selectionOutlineShaderPath,
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&engineServices);
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}
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SceneViewportRenderPlanBuildResult
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