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shaderc (https://github.com/google/shaderc) is one such shader compiler. It does the job well enough and lets us compile our GLSL shader code into the SPIR-V assembly that the graphics drivers need. However, it's written mostly in C++ and has a rather complicated build system. This means that people wanting to compile Veloren need to install a variety of extra things to get shaderc working with Veloren.
naga (https://github.com/gfx-rs/naga) is a much newer alternative shader compiler. Unlike shaderc, it is entirely written in Rust and so it integrates very nicely with Rust's build system. People wanting to compile Veloren don't need to do anything extra to get it working, which is much nicer than shaderc.
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- What are your (dynamic) shader workflows when targeting multiple backends (Vulkan and Metal)?