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@ -57,9 +57,6 @@ def build(material: Material, mat_users: Dict[Material, List[Object]], mat_lnxus
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# Place empty material output to keep compiler happy..
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mat_state.output_node = mat_state.nodes.new('ShaderNodeOutputMaterial')
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# reset for each material
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mat_state.needs_sss = False
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wrd = bpy.data.worlds['Lnx']
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rpdat = lnx.utils.get_rp()
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rpasses = mat_utils.get_rpasses(material)
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@ -133,9 +130,7 @@ def build(material: Material, mat_users: Dict[Material, List[Object]], mat_lnxus
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shader_data_path = lnx.utils.get_fp_build() + '/compiled/Shaders/' + shader_data_name + '.lnx'
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assets.add_shader_data(shader_data_path)
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# Store SSS state in the return tuple so it's preserved per-material
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needs_sss_result = mat_state.needs_sss
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return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures, needs_sss_result
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return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures
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def write_shaders(rel_path: str, con: ShaderContext, rpass: str, matname: str) -> None:
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