use AnsiString in shader
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@@ -171,7 +171,7 @@ namespace hgl
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AABB GetAABB()const
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{
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vec min_point,max_point;
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glm::vec4 min_point,max_point;
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GetBoundingBox(min_point,max_point);
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@@ -264,7 +264,7 @@ namespace hgl
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AABB GetAABB()const
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{
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vec min_point,max_point;
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glm::vec4 min_point,max_point;
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GetBoundingBox(min_point,max_point);
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@@ -462,10 +462,10 @@ namespace hgl
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template<typename V>
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bool WriteRect(const T left,const T top,const T width,const T height)
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{
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const vec2<V> lt(left ,top);
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const vec2<V> rt(left+width,top);
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const vec2<V> rb(left+width,top+height);
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const vec2<V> lb(left ,top+height);
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const glm::vec<2,V,glm::defaultp> lt(left ,top);
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const glm::vec<2,V,glm::defaultp> rt(left+width,top);
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const glm::vec<2,V,glm::defaultp> rb(left+width,top+height);
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const glm::vec<2,V,glm::defaultp> lb(left ,top+height);
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return WriteQuad(lt,rt,rb,lb);
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}
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@@ -580,7 +580,7 @@ namespace hgl
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AABB GetAABB()const
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{
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vec min_point,max_point;
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glm::vec4 min_point,max_point;
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GetBoundingBox(min_point,max_point);
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@@ -850,7 +850,7 @@ namespace hgl
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AABB GetAABB()const
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{
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vec min_point,max_point;
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glm::vec4 min_point,max_point;
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GetBoundingBox(min_point,max_point);
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