Archive shader material closure plan
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@@ -1396,9 +1396,10 @@ LoadResult BuildShaderFromAuthoringDesc(
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vertexVariant.stage = ShaderType::Vertex;
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vertexVariant.backend = backendVariant.backend;
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vertexVariant.language = backendVariant.language;
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vertexVariant.entryPoint = !pass.vertexEntryPoint.Empty()
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? pass.vertexEntryPoint
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: GetDefaultEntryPoint(backendVariant.language, ShaderType::Vertex);
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vertexVariant.entryPoint =
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backendVariant.language == ShaderLanguage::HLSL && !pass.vertexEntryPoint.Empty()
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? pass.vertexEntryPoint
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: GetDefaultEntryPoint(backendVariant.language, ShaderType::Vertex);
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vertexVariant.profile = !backendVariant.vertexProfile.Empty()
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? backendVariant.vertexProfile
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: GetDefaultProfile(backendVariant.language, backendVariant.backend, ShaderType::Vertex);
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@@ -1414,9 +1415,10 @@ LoadResult BuildShaderFromAuthoringDesc(
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fragmentVariant.stage = ShaderType::Fragment;
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fragmentVariant.backend = backendVariant.backend;
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fragmentVariant.language = backendVariant.language;
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fragmentVariant.entryPoint = !pass.fragmentEntryPoint.Empty()
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? pass.fragmentEntryPoint
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: GetDefaultEntryPoint(backendVariant.language, ShaderType::Fragment);
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fragmentVariant.entryPoint =
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backendVariant.language == ShaderLanguage::HLSL && !pass.fragmentEntryPoint.Empty()
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? pass.fragmentEntryPoint
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: GetDefaultEntryPoint(backendVariant.language, ShaderType::Fragment);
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fragmentVariant.profile = !backendVariant.fragmentProfile.Empty()
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? backendVariant.fragmentProfile
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: GetDefaultProfile(backendVariant.language, backendVariant.backend, ShaderType::Fragment);
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