ebiten/shaderprecomp
Hajime Hoshi 4818768965 shaderprecomp: remove ShaderSourceID
`ShaderSourceID` was confusing as there was no guarantee the same ID is
used for the same source if Ebitengine versions are different.

`ShaderSource` should be kept as the built-in shader contents should not
be exposed.

Updates #2861
Closes #2999
2024-05-27 00:01:05 +09:00
..
shaderprecomp_darwin.go shaderprecomp: remove ShaderSourceID 2024-05-27 00:01:05 +09:00
shaderprecomp_playstation5.go shaderprecomp: remove ShaderSourceID 2024-05-27 00:01:05 +09:00
shaderprecomp_windows.go shaderprecomp: remove ShaderSourceID 2024-05-27 00:01:05 +09:00
shaderprecomp.go shaderprecomp: remove ShaderSourceID 2024-05-27 00:01:05 +09:00