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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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@ -222,6 +222,7 @@ enum NodeDrawType : u8
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NDT_MESH,
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// Combined plantlike-on-solid
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NDT_PLANTLIKE_ROOTED,
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// Dummy for validity check
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NodeDrawType_END
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};
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