EEVEE-Next: Make renderpass lib mandatory for nodetree evaluation
This is to avoid broken materials if they include a AOV node. This doesn't mean that it adds render passes resources to every shader.
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@@ -5,6 +5,7 @@
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
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#pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_renderpass_lib.glsl)
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vec3 g_emission;
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vec3 g_transmittance;
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@@ -16,7 +16,6 @@
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#pragma BLENDER_REQUIRE(eevee_ambient_occlusion_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_renderpass_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
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vec4 closure_to_rgba(Closure cl)
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@@ -15,7 +15,6 @@
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#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_subsurface_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_renderpass_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_volume_lib.glsl)
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#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
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@@ -13,7 +13,6 @@
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#pragma BLENDER_REQUIRE(eevee_attributes_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_renderpass_lib.glsl)
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void main()
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{
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