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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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@@ -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(location = 0) in vec3 vertex_attrib;
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@@ -63,7 +63,7 @@ void main() {
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#version 450
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VERSION_DEFINES
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#VERSION_DEFINES
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#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) && defined(has_GL_KHR_shader_subgroup_vote)
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