Compile shaders in build.zig
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@@ -3,6 +3,8 @@
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#extension GL_EXT_scalar_block_layout : require
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#extension GL_EXT_shader_16bit_storage : require
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layout(location = 0) out vec4 fragColor;
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uint calcRootCode(float y1, float y2, float y3) {
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uint i1 = floatBitsToUint(y1) >> 31U;
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uint i2 = floatBitsToUint(y2) >> 30U;
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@@ -13,3 +15,7 @@ uint calcRootCode(float y1, float y2, float y3) {
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return ((0x2E74U >> shift) & 0x0101U);
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}
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void main() {
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fragColor = vec4(1.0, 0.0, 1.0, 1.0);
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}
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