forked shade_runner and added compiler options. Going to add buttons along with a workflow for picking swatches
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//use crate::error::CompileError;
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//use shaderc::{IncludeType, ResolvedInclude};
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//use shaderc::{ShaderKind, CompileOptions};
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//use std::fs::File;
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//use std::io::Read;
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//use std::path::{Path, PathBuf};
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//
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//
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//
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//pub fn compile<T>(path: T, shader_kind: ShaderKind) -> Result<Vec<u32>, CompileError>
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// where
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// T: AsRef<Path>,
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//{
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// // TODO Probably shouldn't create this every time.
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// let mut compiler = shaderc::Compiler::new().ok_or(CompileError::CreateCompiler)?;
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// let mut options = CompileOptions::new().ok_or(CompileError::CreateCompiler)?;
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// let mut f = File::open(&path).map_err(CompileError::Open)?;
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// let mut src = String::new();
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// f.read_to_string(&mut src).map_err(CompileError::Open)?;
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// options.set_include_callback(|path, include_type, folder_path, depth| {
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// get_include(path, include_type, folder_path, depth)
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// });
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// let result = compiler
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// .compile_into_spirv(
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// src.as_str(),
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// shader_kind,
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// path.as_ref().to_str().ok_or(CompileError::InvalidPath)?,
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// "main",
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// Some(&options),
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// )
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// .map_err(CompileError::Compile)?;
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// let data = result.as_binary();
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// Ok(data.to_owned())
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//}
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