Support for #includes in built-in GL shaders. #4505
Merged
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I've added support to the Python script responsible for scanning and exposing the data of the native GLSL into headers to be able to use the #include directive. Since this is a precompiler routine, there are no concerns over driver compatibility, and these additions should also provide protection from recursion or double inclusion. The reason I wanted to add this is thought that if the builtin shaders are going to grow in complexity in the future, it may be an idea to refactor into sets of more managable submodules. Currently, the ubershaders used are quite difficult to follow since composed almost entirely of #ifdefs. In future, I would also like to add similar functionality to user shaders too