removed standalone ".glsl" files ,merge to c++ codes.
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@@ -1,4 +0,0 @@
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mat4 GetLocalToWorld()
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{
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return l2w.mats[Assign.x];
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}
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@@ -1,8 +0,0 @@
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MaterialInstance GetMI()
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{
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#if ShaderStage == VertexShader
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return mtl.mi[Assign.y];
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#else
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return mtl.mi[Input.MaterialInstanceID];
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#endif
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}
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@@ -1,10 +0,0 @@
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void HandoverMI()
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{
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#if ShaderStage == VertexShader
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Output.MaterialInstanceID=Assign.y;
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#elif ShaderStage == GeometryShader
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Output.MaterialInstanceID=Input[0].MaterialInstanceID;
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#else
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Output.MaterialInstanceID=Input.MaterialInstanceID;
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#endif
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}
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@@ -1,10 +0,0 @@
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#version 460 core
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#define VertexShader 0x01
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#define TessControlShader 0x02
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#define TeseEvalShader 0x04
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#define GeometryShader 0x08
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#define FragmentShader 0x10
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#define ComputeShader 0x20
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#define TaskShader 0x40
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#define MeshShader 0x80
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