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4818768965
`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 |
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shaderprecomp_darwin.go | ||
shaderprecomp_playstation5.go | ||
shaderprecomp_windows.go | ||
shaderprecomp.go |