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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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@@ -22,7 +22,7 @@
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#version 450
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VERSION_DEFINES
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#VERSION_DEFINES
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#define BLOCK_SIZE 8
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