first tested ok that AutoMaterial in first_triangle example.
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251bbd2705
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@ -8,9 +8,11 @@
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#include<hgl/graph/SceneInfo.h>
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#include<hgl/graph/VKVertexInputConfig.h>
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#include<hgl/graph/VKRenderablePrimitiveCreater.h>
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#include<hgl/shadergen/MaterialCreateInfo.h>
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using namespace hgl;
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using namespace hgl::graph;
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using namespace hgl::shadergen;
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constexpr uint32_t SCREEN_WIDTH=1280;
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constexpr uint32_t SCREEN_HEIGHT=720;
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@ -62,6 +64,10 @@ class TestApp:public VulkanApplicationFramework
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{
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private:
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#if defined(USE_HALF_FLOAT_POSITION)||defined(USE_UNORM8_COLOR)
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VILConfig vil_config;
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#endif
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MaterialInstance * material_instance =nullptr;
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Renderable * render_obj =nullptr;
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@ -69,11 +75,8 @@ private:
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private:
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bool InitMaterial()
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void InitVIL()
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{
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#if defined(USE_HALF_FLOAT_POSITION)||defined(USE_UNORM8_COLOR)
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VILConfig vil_config;
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#ifdef USE_HALF_FLOAT_POSITION
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vil_config.Add(VAN::Position,PositionFormat);
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#endif//USE_HALF_FLOAT_POSITION
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@ -81,19 +84,70 @@ private:
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#ifdef USE_UNORM8_COLOR
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vil_config.Add(VAN::Color,ColorFormat);
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#endif//USE_HALF_FLOAT_POSITION
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}
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bool InitMaterial()
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{
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#if defined(USE_HALF_FLOAT_POSITION)||defined(USE_UNORM8_COLOR)
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material_instance=db->CreateMaterialInstance(OS_TEXT("res/material/VertexColor2DNDC"),&vil_config);
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#else
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material_instance=db->CreateMaterialInstance(OS_TEXT("res/material/VertexColor2DNDC"));
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#endif//
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if(!material_instance)
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return material_instance;
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}
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bool InitAutoMaterial()
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{
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MaterialCreateInfo mc("VertexColor2D",1,false);
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//vertex部分
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{
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ShaderCreateInfoVertex *vsc=mc.GetVS();
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vsc->AddInput("vec2",VAN::Position);
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vsc->AddInput("vec4",VAN::Color);
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vsc->AddOutput("vec4","Color");
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vsc->SetShaderCodes(R"(
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void main()
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{
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Output.Color=Color;
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gl_Position=vec4(Position,0,1);
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})");
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}
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//fragment部分
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{
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ShaderCreateInfoFragment *fsc=mc.GetFS();
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fsc->AddOutput("vec4","Color");
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fsc->SetShaderCodes(R"(
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void main()
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{
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Color=Input.Color;
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})");
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}
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if(!mc.CreateShader())
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return(false);
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Material *m=db->CreateMaterial(&mc);
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material_instance=db->CreateMaterialInstance(m,&vil_config);
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return material_instance;
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}
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bool InitPipeline()
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{
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// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
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pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行,为Framework重载,默认使用swapchain的render target
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return pipeline;
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return pipeline;
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}
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bool InitVBO()
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@ -118,7 +172,12 @@ public:
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if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(false);
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if(!InitMaterial())
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InitVIL();
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if(!InitAutoMaterial())
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return(false);
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if(!InitPipeline())
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return(false);
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if(!InitVBO())
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@ -33,6 +33,12 @@ using namespace hgl;
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using namespace hgl::io;
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using namespace hgl::graph;
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namespace glsl_compiler
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{
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bool Init();
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void Close();
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}//namespace glsl_compiler
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class VulkanApplicationFramework:WindowEvent
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{
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protected:
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@ -66,6 +72,8 @@ public:
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virtual ~VulkanApplicationFramework()
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{
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glsl_compiler::Close();
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win->Unjoin(this);
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SAFE_CLEAR(db);
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@ -78,6 +86,9 @@ public:
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virtual bool Init(int w,int h)
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{
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if(!glsl_compiler::Init())
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return(false);
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clear_color.Set(0,0,0,1);
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#ifdef _DEBUG
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@ -42,9 +42,9 @@ public:
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bool hasFragment()const{return hasShader(VK_SHADER_STAGE_FRAGMENT_BIT);}
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// bool hasCompute ()const{return hasShader(VK_SHADER_STAGE_COMPUTE_BIT);}
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const ShaderCreateInfoVertex * GetVS()const{return vert;}
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const ShaderCreateInfoGeometry * GetGS()const{return geom;}
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const ShaderCreateInfoFragment * GetFS()const{return frag;}
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ShaderCreateInfoVertex * GetVS()const{return vert;}
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ShaderCreateInfoGeometry * GetGS()const{return geom;}
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ShaderCreateInfoFragment * GetFS()const{return frag;}
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public:
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@ -195,7 +195,7 @@ Material *RenderResource::CreateMaterial(const OSString &filename)
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mtl=nullptr;
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}
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material_by_name.Add(filename,mtl);
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material_by_name.Add(filename,mtl);
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return(mtl);
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}
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@ -204,6 +204,13 @@ Material *RenderResource::CreateMaterial(const hgl::shadergen::MaterialCreateInf
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if(!mci)
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return(nullptr);
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Material *mtl;
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const OSString mtl_name=ToOSString(mci->GetName());
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if(material_by_name.Get(mtl_name,mtl))
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return mtl;
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SHADERGEN_NAMESPACE_USING
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const uint count=GetShaderCountByBits(mci->GetShaderStage());
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@ -212,8 +219,6 @@ Material *RenderResource::CreateMaterial(const hgl::shadergen::MaterialCreateInf
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ShaderModuleMap *smm=new ShaderModuleMap;
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VertexInput *vertex_input=nullptr;
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const OSString mtl_name=ToOSString(mci->GetName());
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const ShaderCreateInfoVertex *vert=mci->GetVS();
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if(vert)
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@ -222,13 +227,11 @@ Material *RenderResource::CreateMaterial(const hgl::shadergen::MaterialCreateInf
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VK_SHADER_STAGE_VERTEX_BIT,
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vert->GetSPVData(),vert->GetSPVSize());
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if(sm)
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{
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if(smm->Add(sm))
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vertex_input=new VertexInput(vert->sdm->GetShaderStageIO().input);
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}
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if(!sm)
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return(false);
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smm->Add(sm);
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if(smm->Add(sm))
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vertex_input=new VertexInput(vert->sdm->GetShaderStageIO().input);
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}
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const ShaderCreateInfoGeometry *geom=mci->GetGS();
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@ -253,9 +256,16 @@ Material *RenderResource::CreateMaterial(const hgl::shadergen::MaterialCreateInf
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smm->Add(sm);
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}
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MaterialDescriptorManager *mdm=new MaterialDescriptorManager(mci->GetName(),mci->GetMDI().Get());
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MaterialDescriptorManager *mdm=nullptr;
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Material *mtl=device->CreateMaterial(mci->GetName(),smm,mdm,vertex_input);
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{
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const auto &mdi=mci->GetMDI();
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if(mdi.GetCount()>0)
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mdm=new MaterialDescriptorManager(mci->GetName(),mdi.Get());
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}
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mtl=device->CreateMaterial(mci->GetName(),smm,mdm,vertex_input);
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if(!mtl)
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{
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@ -263,6 +273,7 @@ Material *RenderResource::CreateMaterial(const hgl::shadergen::MaterialCreateInf
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delete smm;
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}
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material_by_name.Add(mtl_name,mtl);
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return mtl;
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}
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VK_NAMESPACE_END
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