Added support for shader structures.
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@ -34,11 +34,10 @@ std::vector<std::shared_ptr<IRenderPass>> UICanvas::getPasses(
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.view = ctx.camera->getItem()->getWorldTransform(),
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.model = selfTransform
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};
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data.colors[0] = COLOR_WHITE;
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data.colors[1] = COLOR_RED;
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data.colors[2] = COLOR_GREEN;
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data.colors[3] = COLOR_BLUE;
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data.test.first = COLOR_RED;
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data.test.random = glm::vec3(0, 1, 0);
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data.test.second = COLOR_BLUE;
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auto pass = createRenderPass<UIShader, UIShaderData>(
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std::ref(*this),
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