Use std::make_tuple instead of list initialization
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@@ -200,8 +200,8 @@ void displaceShaderInit(SPShader* shader)
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glClear(GL_COLOR_BUFFER_BIT);
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}, RP_RESERVED);
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SPShaderManager::addPrefilledTexturesToShader(shader,
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{{ "displacement_tex", "displace.png", false/*srgb*/, ST_BILINEAR }},
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RP_RESERVED);
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{std::make_tuple("displacement_tex", "displace.png", false/*srgb*/,
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ST_BILINEAR)}, RP_RESERVED);
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shader->addCustomPrefilledTextures(ST_BILINEAR,
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GL_TEXTURE_2D, "mask_tex", []()->GLuint
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{
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