Add pipeline validation for missing shaders
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Add skybox texture now using image binding system
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@@ -131,7 +131,7 @@ void KRReverbZone::render(RenderInfo& ri)
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info.vertexAttributes = sphereModel->getVertexAttributes();
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KRPipeline* pShader = getContext().getPipelineManager()->getPipeline(*ri.surface, info);
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if (pShader->bind(ri, sphereModelMatrix)) {
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if (pShader && pShader->bind(ri, sphereModelMatrix)) {
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sphereModel->renderNoMaterials(ri.commandBuffer, ri.renderPass, getName(), "visualize_overlay", 1.0f);
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}
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} // sphereModel
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