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@ -112,10 +112,19 @@ fn test_shade1() {
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vert_output: VertOutput {
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vert_output: VertOutput {
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outputs: Vec::new(),
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outputs: Vec::new(),
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},
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},
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vert_layout: VertLayout(ShaderStages {
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vert_layout: VertLayout {
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vertex: true,
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stages: ShaderStages {
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..ShaderStages::none()
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vertex: true,
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}),
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..ShaderStages::none()
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},
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layout_data: LayoutData {
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num_sets: 0,
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num_bindings: HashMap::new(),
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descriptions: HashMap::new(),
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num_constants: 0,
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pc_ranges: Vec::new(),
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},
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},
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};
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};
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let entry = parse("vert1.glsl", "frag1.glsl");
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let entry = parse("vert1.glsl", "frag1.glsl");
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do_test(&entry, &target);
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do_test(&entry, &target);
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@ -190,10 +199,19 @@ fn test_shade2() {
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},
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},
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],
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],
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},
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},
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vert_layout: VertLayout(ShaderStages {
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vert_layout: VertLayout {
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vertex: true,
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stages: ShaderStages {
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..ShaderStages::none()
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vertex: true,
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}),
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..ShaderStages::none()
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},
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layout_data: LayoutData {
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num_sets: 0,
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num_bindings: HashMap::new(),
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descriptions: HashMap::new(),
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num_constants: 0,
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pc_ranges: Vec::new(),
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},
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},
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};
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};
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let entry = parse("vert2.glsl", "frag2.glsl");
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let entry = parse("vert2.glsl", "frag2.glsl");
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do_test(&entry, &target);
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do_test(&entry, &target);
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@ -258,10 +276,19 @@ fn test_shade3() {
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vert_output: VertOutput {
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vert_output: VertOutput {
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outputs: Vec::new(),
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outputs: Vec::new(),
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},
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},
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vert_layout: VertLayout(ShaderStages {
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vert_layout: VertLayout {
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vertex: true,
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stages: ShaderStages {
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..ShaderStages::none()
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vertex: true,
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}),
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..ShaderStages::none()
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},
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layout_data: LayoutData {
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num_sets: 0,
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num_bindings: HashMap::new(),
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descriptions: HashMap::new(),
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num_constants: 0,
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pc_ranges: Vec::new(),
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},
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},
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};
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};
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let entry = parse("vert3.glsl", "frag3.glsl");
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let entry = parse("vert3.glsl", "frag3.glsl");
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do_test(&entry.frag_input, &target.frag_input);
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do_test(&entry.frag_input, &target.frag_input);
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@ -320,10 +347,19 @@ fn test_shade4() {
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vert_output: VertOutput {
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vert_output: VertOutput {
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outputs: Vec::new(),
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outputs: Vec::new(),
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},
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},
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vert_layout: VertLayout(ShaderStages {
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vert_layout: VertLayout {
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vertex: true,
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stages: ShaderStages {
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..ShaderStages::none()
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vertex: true,
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}),
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..ShaderStages::none()
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},
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layout_data: LayoutData {
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num_sets: 0,
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num_bindings: HashMap::new(),
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descriptions: HashMap::new(),
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num_constants: 0,
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pc_ranges: Vec::new(),
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},
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},
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};
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};
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let entry = parse("vert4.glsl", "frag4.glsl");
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let entry = parse("vert4.glsl", "frag4.glsl");
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do_test(&entry.frag_input, &target.frag_input);
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do_test(&entry.frag_input, &target.frag_input);
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