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Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
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64 changed files with 415 additions and 804 deletions
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@ -2,7 +2,7 @@
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#version 450
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VERSION_DEFINES
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#VERSION_DEFINES
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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