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Fix gpu nodes
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@@ -3,7 +3,7 @@ use crate::shader_runtime::per_pixel_adjust_runtime::PerPixelAdjustShaderRuntime
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pub mod per_pixel_adjust_runtime;
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pub mod per_pixel_adjust_runtime;
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pub const FULLSCREEN_VERTEX_SHADER_NAME: &str = "fullscreen_vertexfullscreen_vertex";
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pub const FULLSCREEN_VERTEX_SHADER_NAME: &str = "fullscreen_vertex_fullscreen_vertex";
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pub struct ShaderRuntime {
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pub struct ShaderRuntime {
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context: WgpuContext,
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context: WgpuContext,
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@@ -70,8 +70,7 @@ impl PerPixelAdjustGraphicsPipeline {
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let fragment_name = &name;
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let fragment_name = &name;
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let fragment_name = &fragment_name[(fragment_name.find("::").unwrap() + 2)..];
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let fragment_name = &fragment_name[(fragment_name.find("::").unwrap() + 2)..];
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// TODO workaround to naga removing `:`
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let fragment_name = fragment_name.replace("::", "_");
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let fragment_name = fragment_name.replace(":", "");
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let shader_module = device.create_shader_module(ShaderModuleDescriptor {
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let shader_module = device.create_shader_module(ShaderModuleDescriptor {
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label: Some(&format!("PerPixelAdjust {name} wgsl shader")),
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label: Some(&format!("PerPixelAdjust {name} wgsl shader")),
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source: ShaderSource::Wgsl(Cow::Borrowed(info.wgsl_shader)),
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source: ShaderSource::Wgsl(Cow::Borrowed(info.wgsl_shader)),
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@@ -66,7 +66,7 @@ impl ShaderCodegen for PerPixelAdjust {
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}
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}
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}
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}
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let entry_point_mod = format_ident!("{}_gpu_entry_point", fn_name);
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let entry_point_mod = format_ident!("{}_gpu", fn_name);
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let entry_point_name_ident = format_ident!("ENTRY_POINT_NAME");
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let entry_point_name_ident = format_ident!("ENTRY_POINT_NAME");
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let entry_point_name = quote!(#entry_point_mod::#entry_point_name_ident);
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let entry_point_name = quote!(#entry_point_mod::#entry_point_name_ident);
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let uniform_struct_ident = format_ident!("Uniform");
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let uniform_struct_ident = format_ident!("Uniform");
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