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Add comments at the top of each built-in shader to ease debugging
When a shader error is printed about a built-in shader, the origin of the shader will now be recognizable immediately by looking at the top of the printed shader code.
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@@ -106,6 +106,8 @@ void TextureLayeredEditor::_update_material() {
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void TextureLayeredEditor::_make_shaders() {
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shaders[0].instantiate();
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shaders[0]->set_code(R"(
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// TextureLayeredEditor preview shader (2D array).
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shader_type canvas_item;
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uniform sampler2DArray tex;
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@@ -118,6 +120,8 @@ void fragment() {
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shaders[1].instantiate();
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shaders[1]->set_code(R"(
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// TextureLayeredEditor preview shader (cubemap).
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shader_type canvas_item;
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uniform samplerCube tex;
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@@ -132,6 +136,8 @@ void fragment() {
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shaders[2].instantiate();
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shaders[2]->set_code(R"(
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// TextureLayeredEditor preview shader (cubemap array).
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shader_type canvas_item;
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uniform samplerCubeArray tex;
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