@@ -242,38 +242,38 @@ void IAssetManager::insertBuiltinAssets()
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};
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auto fileSystem = getSystem ();
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- buildInGLSLShader (fileSystem->loadBuiltinData <typename NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/specialized_shader/fullscreentriangle.vert" )>(),
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+ buildInGLSLShader (fileSystem->loadBuiltinData <NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/specialized_shader/fullscreentriangle.vert" )>(),
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asset::IShader::ESS_VERTEX,
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{
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" nbl/builtin/specialized_shader/fullscreentriangle.vert"
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});
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- buildInGLSLShader (fileSystem->loadBuiltinData <typename NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/lambertian/singletexture/specialized_shader.vert" )>(),
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+ buildInGLSLShader (fileSystem->loadBuiltinData <NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/lambertian/singletexture/specialized_shader.vert" )>(),
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asset::IShader::ESS_VERTEX,
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{
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" nbl/builtin/material/lambertian/singletexture/specialized_shader.vert" ,
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" nbl/builtin/material/debug/vertex_uv/specialized_shader.vert"
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});
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- buildInGLSLShader (fileSystem->loadBuiltinData <typename NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/lambertian/singletexture/specialized_shader.frag" )>(), // it somehow adds an extra "tt" raw string to the end of the returned value, beware
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+ buildInGLSLShader (fileSystem->loadBuiltinData <NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/lambertian/singletexture/specialized_shader.frag" )>(), // it somehow adds an extra "tt" raw string to the end of the returned value, beware
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asset::IShader::ESS_FRAGMENT,
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{
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" nbl/builtin/material/lambertian/singletexture/specialized_shader.frag"
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});
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- buildInGLSLShader (fileSystem->loadBuiltinData <typename NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/debug/vertex_normal/specialized_shader.vert" )>(),
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+ buildInGLSLShader (fileSystem->loadBuiltinData <NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/debug/vertex_normal/specialized_shader.vert" )>(),
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asset::IShader::ESS_VERTEX,
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{
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" nbl/builtin/material/debug/vertex_normal/specialized_shader.vert" });
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- buildInGLSLShader (fileSystem->loadBuiltinData <typename NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/debug/vertex_color/specialized_shader.vert" )>(),
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+ buildInGLSLShader (fileSystem->loadBuiltinData <NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/debug/vertex_color/specialized_shader.vert" )>(),
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asset::IShader::ESS_VERTEX,
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{
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" nbl/builtin/material/debug/vertex_color/specialized_shader.vert"
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});
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- buildInGLSLShader (fileSystem->loadBuiltinData <typename NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/debug/vertex_uv/specialized_shader.frag" )>(),
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+ buildInGLSLShader (fileSystem->loadBuiltinData <NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/debug/vertex_uv/specialized_shader.frag" )>(),
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asset::IShader::ESS_FRAGMENT,
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{
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" nbl/builtin/material/debug/vertex_uv/specialized_shader.frag"
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});
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- buildInGLSLShader (fileSystem->loadBuiltinData <typename NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/debug/vertex_normal/specialized_shader.frag" )>(),
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+ buildInGLSLShader (fileSystem->loadBuiltinData <NBL_CORE_UNIQUE_STRING_LITERAL_TYPE (" nbl/builtin/material/debug/vertex_normal/specialized_shader.frag" )>(),
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asset::IShader::ESS_FRAGMENT,
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{
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" nbl/builtin/material/debug/vertex_normal/specialized_shader.frag" ,
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