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								#include <asset_parser/assets/text.hpp>
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								#include <renderer/gl/shader.hpp>
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								#include <renderer/shader.hpp>
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								#ifdef LIGHT_PLATFORM_WINDOWS
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									#include <renderer/dx/shader.hpp>
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									#include <renderer/dx/shared_context.hpp>
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								#endif
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								#include <renderer/graphics_context.hpp>
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								namespace lt {
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								/* static */ auto Shader::create(
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								    const Ref<Assets::TextAsset> &vertex_asset,
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								    const Ref<Assets::TextAsset> &pixel_asset,
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								    const Ref<SharedContext> &shared_context
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								) -> Ref<Shader>
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								{
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									std::ignore = shared_context;
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									// load shader source
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									switch (GraphicsContext::get_graphics_api())
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									{
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									case GraphicsAPI::OpenGL:
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										return create_ref<glShader>(std::move(vertex_asset), std::move(pixel_asset));
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									case GraphicsAPI::DirectX:
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										lt_win(
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										    return create_ref<dxShader>(
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										               vertex_asset,
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										               pixel_asset,
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										               std::static_pointer_cast<dxSharedContext>(sharedContext)
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										    );
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										);
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									default:
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										ensure(
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										    false,
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										    "Invalid/unsupported 'GraphicsAPI' {}",
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										    static_cast<uint32_t>(GraphicsContext::get_graphics_api())
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										);
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										return nullptr;
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									}
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								}
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								} // namespace lt
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