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