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use shade_runner as sr;
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use std::path::PathBuf;
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fn main() {
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// let project_root = std::env::current_dir().expect("failed to get root directory");
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// let mut vert_path = project_root.clone();
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// vert_path.push(PathBuf::from("examples/shaders/vert.glsl"));
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// let mut frag_path = project_root.clone();
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// frag_path.push(PathBuf::from("examples/shaders/frag.glsl"));
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// let shader = sr::load(vert_path, frag_path).expect("Failed to compile");
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// let vulkano_entry = sr::parse(&shader).expect("failed to parse");
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// dbg!(vulkano_entry);
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}
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