use vk_shader_macros::*; #[allow(dead_code)] const TEST: &[u32] = glsl! { version: 450, kind: vert, optimize: size, target: vulkan1_1, r#" #version 450 // Standard include (resolved from crate root) #include void main() { gl_Position = test(gl_Position); } "# }; #[allow(dead_code)] const NO_OPTIONS: &[u32] = glsl! { r#" #version 450 #pragma shader_stage(vertex) void main() { gl_Position = vec4(0); } "# };