Fix realtime postprocess: use compositor defines also for non-compositor pass shaders
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@ -226,10 +226,7 @@ def export_data(fp, sdk_path):
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if not os.path.exists(raw_shaders_path + '/' + ref):
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if not os.path.exists(raw_shaders_path + '/' + ref):
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continue
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continue
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assets.shader_passes_assets[ref] = []
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assets.shader_passes_assets[ref] = []
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if ref.startswith('compositor_pass'):
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compile_shader_pass(res, raw_shaders_path, ref, defs + cdefs, make_variants=has_config)
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compile_shader_pass(res, raw_shaders_path, ref, defs + cdefs, make_variants=has_config)
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else:
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compile_shader_pass(res, raw_shaders_path, ref, defs, make_variants=has_config)
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# Workaround to also export non-material world shaders
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# Workaround to also export non-material world shaders
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res['shader_datas'] += make_world.shader_datas
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res['shader_datas'] += make_world.shader_datas
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