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put every include before every import
A header first pulled in through an imported module's global module fragment leaves no include guard in the importing unit - macros do not cross a module boundary - so a later textual include parses it again and MSVC rejects the redefinition. Redoes the betterRenderer sweep with placement that stays out of #if blocks, which is where the previous one dropped <fstream> and broke nvrenderer_d3d12.cpp.
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@@ -7,8 +7,8 @@
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#include <unordered_map>
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#include <string>
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import eu07.glm;
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import eu07.glm;
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struct MaterialAdapterInternal {
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virtual ~MaterialAdapterInternal() = default;
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virtual std::string_view GetTexturePathForEntry(
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