Treat all shaders as built in for now to facilitate getting shader module by name
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b5a1d5ea88
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@ -23,7 +23,7 @@ namespace SHADE
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{
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std::string newPath{ path.string() };
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newPath = newPath.substr(0, newPath.find_last_of('.'));
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newPath += SHADER_EXTENSION.data();
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newPath += SHADER_BUILT_IN_EXTENSION.data();
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std::ofstream file{ newPath, std::ios::binary | std::ios::out | std::ios::trunc };
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@ -302,8 +302,8 @@ namespace SHADE
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if (ext == GLSL_EXTENSION.data())
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{
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newAsset.path = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
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newAsset.id = GenerateAssetID(AssetType::SHADER);
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newAsset.type = AssetType::SHADER;
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newAsset.id = GenerateAssetID(AssetType::SHADER_BUILT_IN);
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newAsset.type = AssetType::SHADER_BUILT_IN;
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}
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else if (ext == DDS_EXTENSION.data())
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{
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