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auto updateSpec = createShader(NBL_CORE_UNIQUE_STRING_LITERAL_TYPE("nbl/builtin/glsl/skinning/cache_update.comp")());
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auto debugDrawVertexSpec = createShader(NBL_CORE_UNIQUE_STRING_LITERAL_TYPE("nbl/builtin/glsl/skinning/debug.vert")(),asset::IShader::ESS_VERTEX);
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auto debugDrawFragmentSpec = createShader(NBL_CORE_UNIQUE_STRING_LITERAL_TYPE("nbl/builtin/material/debug/vertex_normal/specialized_shader.frag")(),asset::IShader::ESS_FRAGMENT);
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auto updateSpec = createShader("nbl/builtin/glsl/skinning/cache_update.comp");
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auto debugDrawVertexSpec = createShader("nbl/builtin/glsl/skinning/debug.vert",asset::IShader::ESS_VERTEX);
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auto debugDrawFragmentSpec = createShader("nbl/builtin/material/debug/vertex_normal/specialized_shader.frag",asset::IShader::ESS_FRAGMENT);
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if (!updateSpec || !debugDrawVertexSpec || !debugDrawFragmentSpec)
buildInGLSLShader(fileSystem->loadBuiltinData<NBL_CORE_UNIQUE_STRING_LITERAL_TYPE("nbl/builtin/material/lambertian/singletexture/specialized_shader.frag")>(), // it somehow adds an extra "tt" raw string to the end of the returned value, beware
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buildInGLSLShader(loadBuiltinData("nbl/builtin/material/lambertian/singletexture/specialized_shader.frag"), // it somehow adds an extra "tt" raw string to the end of the returned value, beware
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