Use Shady for HSLS and Metal Shaders.#51
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add one shared Shady-authored Silky shader for the OpenGL, DirectX, and Vulkan drawers
move viewport and atlas transforms into shader uniforms instead of backend-specific shader text
preserve the current tooltip mask path by carrying
maskUvthrough the shared shaderadd source-shader development mode for DirectX and Vulkan that writes generated source files and refreshes committed bytecode blobs
add
shadyBinaryShadersmode for DirectX.csoand Vulkan.spvblobs when source shader generation/compilation should be skippedadd shader codegen coverage and a DirectX runtime smoke test for generated HLSL pipeline creation
depends on Add HLSL and Metal Shader support. shady#33 at
f9ab26d946c32cd9da7c04394a1353a375a9dba5for the Vulkan GLSL target, HLSL resource binding, and binary shader utility support