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Initial refactoring on shader usage and generation
`IShaderSource` was designed with the idea that if you want a shader, you must want it for a node. So it depends heavily on being given a tile material and the node drawtype. But this doesn't make sense neither in theory nor in practice. This commit takes a small step towards removing the incorrect abstraction.
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14 changed files with 81 additions and 53 deletions
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@ -20,6 +20,7 @@ enum MaterialType{
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TILE_MATERIAL_WAVING_LIQUID_BASIC,
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TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT,
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TILE_MATERIAL_WAVING_LIQUID_OPAQUE,
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// Note: PLAIN isn't a material actually used by tiles, rather just entities.
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TILE_MATERIAL_PLAIN,
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TILE_MATERIAL_PLAIN_ALPHA
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};
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