nodes: revert shader ID to string
Much easier to manage this way and fixes a compile issue on several platforms.
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@@ -85,7 +85,7 @@ void PolygonGenerator::Retranslate()
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color_input_->set_name(tr("Color"));
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}
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ShaderCode PolygonGenerator::GetShaderCode(const QByteArray &shader_id) const
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ShaderCode PolygonGenerator::GetShaderCode(const QString &shader_id) const
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{
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Q_UNUSED(shader_id)
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@@ -40,7 +40,7 @@ public:
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virtual void Retranslate() override;
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virtual ShaderCode GetShaderCode(const QByteArray& shader_id) const override;
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virtual ShaderCode GetShaderCode(const QString& shader_id) const override;
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virtual NodeValueTable Value(NodeValueDatabase &value) const override;
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virtual bool HasGizmos() const override;
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