adding component locations
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@@ -86,6 +86,7 @@ pub fn initRuntimeDispatcher() void {
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runtime_dispatcher[@intFromEnum(ext.GLSLOp.FAbs)] = MathEngine(.Float, .FAbs).opSingleOperator;
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runtime_dispatcher[@intFromEnum(ext.GLSLOp.FClamp)] = MathEngine(.Float, .FClamp).opTripleOperators;
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runtime_dispatcher[@intFromEnum(ext.GLSLOp.FMax)] = MathEngine(.Float, .FMax).opDoubleOperators;
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runtime_dispatcher[@intFromEnum(ext.GLSLOp.FMin)] = MathEngine(.Float, .FMin).opDoubleOperators;
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runtime_dispatcher[@intFromEnum(ext.GLSLOp.FSign)] = MathEngine(.Float, .FSign).opSingleOperator;
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runtime_dispatcher[@intFromEnum(ext.GLSLOp.Floor)] = MathEngine(.Float, .Floor).opSingleOperator;
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runtime_dispatcher[@intFromEnum(ext.GLSLOp.Length)] = opLength;
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@@ -203,6 +204,7 @@ fn MathEngine(comptime T: PrimitiveType, comptime Op: MathOp) type {
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fn operation(comptime TT: type, l: TT, r: TT) RuntimeError!TT {
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return switch (Op) {
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.FMax => @max(l, r),
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.FMin => @min(l, r),
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else => RuntimeError.InvalidSpirV,
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};
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}
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