Centralized shader file sub-extension to shader stage mapping to KRShader.
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@@ -337,47 +337,8 @@ KRResource* KRContext::loadResource(const std::string& file_name, KRDataBlock* d
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} else if (extension.compare("spv") == 0) {
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// SPIR-V shader binary
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resource = m_pShaderManager->load(name, extension, data);
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} else if (extension.compare("vert") == 0) {
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// vertex shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("frag") == 0) {
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// fragment shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("tesc") == 0) {
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// tessellation control shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("tese") == 0) {
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// tessellation evaluation shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("geom") == 0) {
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// geometry shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("comp") == 0) {
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// compute shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("mesh") == 0) {
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// mesh shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("task") == 0) {
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// task shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("rgen") == 0) {
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// ray generation shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("rint") == 0) {
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// ray intersection shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("rahit") == 0) {
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// ray any hit shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("rchit") == 0) {
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// ray closest hit shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("rmiss") == 0) {
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// ray miss shader
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("rcall") == 0) {
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// ray callable shader
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} else if (getShaderStageFromExtension(extension.c_str()) != 0) {
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// Shader source
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resource = m_pSourceManager->load(name, extension, data);
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} else if (extension.compare("glsl") == 0) {
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// glsl included by other shaders
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