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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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@@ -344,7 +344,7 @@ MainLoop *test() {
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Set<String> types;
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types.insert("spatial");
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Error err = sl.compile(code, dt, rm, types, nullptr);
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Error err = sl.compile(code, dt, rm, ShaderLanguage::VaryingFunctionNames(), types, nullptr);
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if (err) {
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print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());
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