Migrate GLSL to Slang, text shader
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@@ -156,13 +156,9 @@ pub fn init() !*Gui {
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errdefer engine.destroyPipelineLayout(box_pipeline_layout);
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engine.setObjectName(box_pipeline_layout, "PL GUI Box", .{});
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const box_vertex_shader = try engine.createShaderModule(.{ .code = &shaders.gui_box_vert_spv });
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defer engine.destroyShaderModule(box_vertex_shader);
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engine.setObjectName(box_vertex_shader, "SM gui_box_vert", .{});
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const box_fragment_shader = try engine.createShaderModule(.{ .code = &shaders.gui_box_frag_spv });
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defer engine.destroyShaderModule(box_fragment_shader);
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engine.setObjectName(box_fragment_shader, "SM gui_box_frag", .{});
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const box_shader = try engine.createShaderModule(.{ .code = &shaders.gui_box_spv });
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defer engine.destroyShaderModule(box_shader);
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engine.setObjectName(box_shader, "SM gui_box", .{});
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var index_buffer = try shaders.IndexBuffer.init(.{
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.usage = .index,
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@@ -179,13 +175,13 @@ pub fn init() !*Gui {
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.stages = &.{
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.{
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.stage = .{ .vertex_bit = true },
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.module = box_vertex_shader,
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.name = "main",
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.module = box_shader,
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.name = "vertexMain",
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},
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.{
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.stage = .{ .fragment_bit = true },
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.module = box_fragment_shader,
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.name = "main",
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.module = box_shader,
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.name = "fragmentMain",
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},
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},
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.vertex_input_state = .{},
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