shader init fix
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+11
-13
@@ -888,10 +888,6 @@ void LoadShaders()
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LoadShader(ShaderStage::VS, shaders[VSTYPE_VERTEXCOLOR], "vertexcolorVS.cso");
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});
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wi::jobsystem::Execute(ctx, [](wi::jobsystem::JobArgs args) {
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LoadShader(ShaderStage::VS, shaders[VSTYPE_RENDERLIGHTMAP], "renderlightmapVS.cso");
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});
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inputLayouts[ILTYPE_POSITION].elements =
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{
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{ "POSITION", 0, Format::R32G32B32A32_FLOAT, 0, InputLayout::APPEND_ALIGNED_ELEMENT, InputClassification::PER_VERTEX_DATA },
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@@ -976,14 +972,7 @@ void LoadShaders()
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wi::jobsystem::Execute(ctx, [](wi::jobsystem::JobArgs args) { LoadShader(ShaderStage::PS, shaders[PSTYPE_VOXELIZER], "objectPS_voxelizer.cso"); });
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wi::jobsystem::Execute(ctx, [](wi::jobsystem::JobArgs args) { LoadShader(ShaderStage::PS, shaders[PSTYPE_VOXEL], "voxelPS.cso"); });
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wi::jobsystem::Execute(ctx, [](wi::jobsystem::JobArgs args) { LoadShader(ShaderStage::PS, shaders[PSTYPE_FORCEFIELDVISUALIZER], "forceFieldVisualizerPS.cso"); });
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if (device->CheckCapability(GraphicsDeviceCapability::RAYTRACING))
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{
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wi::jobsystem::Execute(raytracing_ctx, [](wi::jobsystem::JobArgs args) { LoadShader(ShaderStage::PS, shaders[PSTYPE_RENDERLIGHTMAP], "renderlightmapPS_rtapi.cso", ShaderModel::SM_6_5); });
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}
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else
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{
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wi::jobsystem::Execute(raytracing_ctx, [](wi::jobsystem::JobArgs args) { LoadShader(ShaderStage::PS, shaders[PSTYPE_RENDERLIGHTMAP], "renderlightmapPS.cso"); });
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}
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wi::jobsystem::Execute(ctx, [](wi::jobsystem::JobArgs args) { LoadShader(ShaderStage::PS, shaders[PSTYPE_RAYTRACE_DEBUGBVH], "raytrace_debugbvhPS.cso"); });
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wi::jobsystem::Execute(ctx, [](wi::jobsystem::JobArgs args) { LoadShader(ShaderStage::PS, shaders[PSTYPE_DOWNSAMPLEDEPTHBUFFER], "downsampleDepthBuffer4xPS.cso"); });
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wi::jobsystem::Execute(ctx, [](wi::jobsystem::JobArgs args) { LoadShader(ShaderStage::PS, shaders[PSTYPE_POSTPROCESS_UPSAMPLE_BILATERAL], "upsample_bilateralPS.cso"); });
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@@ -1480,7 +1469,16 @@ void LoadShaders()
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});
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wi::jobsystem::Execute(ctx, [](wi::jobsystem::JobArgs args) {
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wi::jobsystem::Execute(raytracing_ctx, [](wi::jobsystem::JobArgs args) {
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LoadShader(ShaderStage::VS, shaders[VSTYPE_RENDERLIGHTMAP], "renderlightmapVS.cso");
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if (device->CheckCapability(GraphicsDeviceCapability::RAYTRACING))
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{
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LoadShader(ShaderStage::PS, shaders[PSTYPE_RENDERLIGHTMAP], "renderlightmapPS_rtapi.cso", ShaderModel::SM_6_5);
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}
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else
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{
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LoadShader(ShaderStage::PS, shaders[PSTYPE_RENDERLIGHTMAP], "renderlightmapPS.cso");
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}
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PipelineStateDesc desc;
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desc.vs = &shaders[VSTYPE_RENDERLIGHTMAP];
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desc.ps = &shaders[PSTYPE_RENDERLIGHTMAP];
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