GPUMaterial: Fix non finished material status if shader has no output.
This wasn't producing any issue for now but it's better to make things clean.
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@ -2572,6 +2572,9 @@ void GPU_material_generate_pass(
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mat, mat->outlink, &mat->attribs, &mat->nodes, &mat->inputs, vert_code, geom_code, frag_lib, defines);
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mat->status = (mat->pass) ? GPU_MAT_SUCCESS : GPU_MAT_FAILED;
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}
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else {
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mat->status = GPU_MAT_FAILED;
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}
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}
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GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_opensubdiv)
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