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And here's the C++ code, which is the same for both OpenGL and Vulkan, please note this is a low-level rendering test and I'm trying to make it much easier to use.
This is awesome! It actually looks like it has some similarities with my own shader language... unfortunately, I never got to codegen.
It's nice. WGSL has my favorite syntax of all shading languages. However, I'm eagerly waiting for compute shader support in Rust GPU, so I can write all my shaders in pure Rust.