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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);
}