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d3d11 render backend c++ -> c; raddbg build c++ -> c
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@@ -4,13 +4,13 @@
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//- GENERATED CODE
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C_LINKAGE_BEGIN
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String8 r_d3d11_g_vshad_kind_source_table[5] =
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String8* r_d3d11_g_vshad_kind_source_table[5] =
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{
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r_d3d11_g_rect_shader_src,
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r_d3d11_g_blur_shader_src,
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r_d3d11_g_mesh_shader_src,
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r_d3d11_g_geo3dcomposite_shader_src,
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r_d3d11_g_finalize_shader_src,
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&r_d3d11_g_rect_shader_src,
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&r_d3d11_g_blur_shader_src,
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&r_d3d11_g_mesh_shader_src,
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&r_d3d11_g_geo3dcomposite_shader_src,
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&r_d3d11_g_finalize_shader_src,
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};
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String8 r_d3d11_g_vshad_kind_source_name_table[5] =
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@@ -40,13 +40,13 @@ ArrayCount(r_d3d11_g_mesh_ilay_elements) ,
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0,
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};
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String8 r_d3d11_g_pshad_kind_source_table[5] =
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String8* r_d3d11_g_pshad_kind_source_table[5] =
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{
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r_d3d11_g_rect_shader_src,
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r_d3d11_g_blur_shader_src,
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r_d3d11_g_mesh_shader_src,
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r_d3d11_g_geo3dcomposite_shader_src,
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r_d3d11_g_finalize_shader_src,
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&r_d3d11_g_rect_shader_src,
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&r_d3d11_g_blur_shader_src,
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&r_d3d11_g_mesh_shader_src,
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&r_d3d11_g_geo3dcomposite_shader_src,
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&r_d3d11_g_finalize_shader_src,
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};
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String8 r_d3d11_g_pshad_kind_source_name_table[5] =
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