Cleanup
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@@ -575,10 +575,8 @@ type shader_context_t = {
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shader_from_source?: bool; // Build shader at runtime using from_source()
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blend_source?: string;
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blend_destination?: string;
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blend_operation?: string;
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alpha_blend_source?: string;
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alpha_blend_destination?: string;
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alpha_blend_operation?: string;
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color_writes_red?: bool[]; // Per target masks
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color_writes_green?: bool[];
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color_writes_blue?: bool[];
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@@ -33,10 +33,8 @@ function node_shader_context_create(material: material_t, props: shader_context_
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cull_mode: props.cull_mode,
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blend_source: props.blend_source,
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blend_destination: props.blend_destination,
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blend_operation: props.blend_operation,
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alpha_blend_source: props.alpha_blend_source,
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alpha_blend_destination: props.alpha_blend_destination,
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alpha_blend_operation: props.alpha_blend_operation,
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fragment_shader: "",
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vertex_shader: "",
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vertex_elements: props.vertex_elements != null ? props.vertex_elements : vertex_elements_default,
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@@ -204,10 +204,8 @@ function util_clone_shader_contexts(contexts: shader_context_t[]): shader_contex
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c.shader_from_source = contexts[i].shader_from_source;
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c.blend_source = contexts[i].blend_source;
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c.blend_destination = contexts[i].blend_destination;
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c.blend_operation = contexts[i].blend_operation;
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c.alpha_blend_source = contexts[i].alpha_blend_source;
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c.alpha_blend_destination = contexts[i].alpha_blend_destination;
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c.alpha_blend_operation = contexts[i].alpha_blend_operation;
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c.color_writes_red = util_clone_bool_array(contexts[i].color_writes_red);
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c.color_writes_green = util_clone_bool_array(contexts[i].color_writes_green);
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c.color_writes_blue = util_clone_bool_array(contexts[i].color_writes_blue);
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