Add IPostProcessWorldShader for custom effect render passes.
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@@ -39,11 +39,14 @@ namespace OpenRA.Graphics
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public abstract ShaderVertexAttribute[] Attributes { get; }
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protected ShaderBindings(string name)
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: this(name, name) { }
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protected ShaderBindings(string vertexName, string fragmentName)
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{
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Stride = Attributes.Sum(a => a.Components * 4);
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VertexShaderName = name;
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VertexShaderName = vertexName;
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VertexShaderCode = GetShaderCode(VertexShaderName + ".vert");
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FragmentShaderName = name;
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FragmentShaderName = fragmentName;
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FragmentShaderCode = GetShaderCode(FragmentShaderName + ".frag");
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}
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