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Fix some missing comments in custom shader snippet generation
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@@ -5138,6 +5138,10 @@ void ShaderViewer::snippet_constants()
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if(encoding == ShaderEncoding::GLSL)
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{
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text = lit(R"(
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/////////////////////////////////////
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// Constants //
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/////////////////////////////////////
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// possible values (these are only return values from this function, NOT texture binding points):
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// RD_TextureType_1D
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// RD_TextureType_2D
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@@ -5180,6 +5184,8 @@ uvec4 RD_YUVAChannels();
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// a pair with minimum and maximum selected range values
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vec2 RD_SelectedRange();
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/////////////////////////////////////
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)");
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}
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else if(encoding == ShaderEncoding::HLSL)
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@@ -5197,6 +5203,7 @@ vec2 RD_SelectedRange();
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// RD_TextureType_DepthStencil
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// RD_TextureType_DepthMS
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// RD_TextureType_DepthStencilMS
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// RD_TextureType_2DMS
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uint RD_TextureType();
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// selected sample, or -numSamples for resolve
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@@ -5374,6 +5381,8 @@ layout (binding = RD_UINT_RECT_BINDING) uniform usampler2DRect texSInt2DRect;
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layout (binding = RD_UINT_BUFFER_BINDING) uniform usamplerBuffer texSIntBuffer;
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layout (binding = RD_UINT_2DMS_BINDING) uniform usampler2DMS texSInt2DMS;
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#endif
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/////////////////////////////////////
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)"));
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}
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}
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