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https://github.com/bevyengine/bevy
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bevy_render2: Add support for #else for shader defs (#3206)
# Objective - Add support for `#else` for shader defs ## Solution - When entering a scope with `#ifdef` or `#ifndef`, if the parent scope is truthy, and the shader definition is also truthy, then the a new scope is pushed onto the scope stack that is also truthy, else falsy. When encountering a subsequent else clause within a scope, if the parent is truthy and the current scope is truthy, then it should become falsy. If the parent scope is truthy and the current scope is falsy then it should become truthy. If the parent scope is falsy, then the current scope should remain falsy as the parent scope takes precedent. - I added a simple test for an else case.
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274ace790b
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1 changed files with 208 additions and 0 deletions
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@ -325,6 +325,7 @@ pub static SHADER_IMPORT_PROCESSOR: Lazy<ShaderImportProcessor> =
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pub struct ShaderProcessor {
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ifdef_regex: Regex,
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ifndef_regex: Regex,
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else_regex: Regex,
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endif_regex: Regex,
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}
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@ -333,6 +334,7 @@ impl Default for ShaderProcessor {
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Self {
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ifdef_regex: Regex::new(r"^\s*#\s*ifdef\s*([\w|\d|_]+)").unwrap(),
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ifndef_regex: Regex::new(r"^\s*#\s*ifndef\s*([\w|\d|_]+)").unwrap(),
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else_regex: Regex::new(r"^\s*#\s*else").unwrap(),
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endif_regex: Regex::new(r"^\s*#\s*endif").unwrap(),
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}
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}
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@ -368,6 +370,14 @@ impl ShaderProcessor {
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} else if let Some(cap) = self.ifndef_regex.captures(line) {
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let def = cap.get(1).unwrap();
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scopes.push(*scopes.last().unwrap() && !shader_defs.contains(def.as_str()));
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} else if self.else_regex.is_match(line) {
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let mut is_parent_scope_truthy = true;
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if scopes.len() > 1 {
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is_parent_scope_truthy = scopes[scopes.len() - 2];
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}
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if let Some(last) = scopes.last_mut() {
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*last = is_parent_scope_truthy && !*last;
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}
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} else if self.endif_regex.is_match(line) {
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scopes.pop();
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if scopes.is_empty() {
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@ -481,6 +491,41 @@ fn vertex(
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return out;
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}
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";
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const WGSL_ELSE: &str = r"
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[[block]]
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struct View {
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view_proj: mat4x4<f32>;
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world_position: vec3<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> view: View;
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#ifdef TEXTURE
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[[group(1), binding(0)]]
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var sprite_texture: texture_2d<f32>;
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#else
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[[group(1), binding(0)]]
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var sprite_texture: texture_2d_array<f32>;
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#endif
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struct VertexOutput {
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[[location(0)]] uv: vec2<f32>;
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[[builtin(position)]] position: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(
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[[location(0)]] vertex_position: vec3<f32>,
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[[location(1)]] vertex_uv: vec2<f32>
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) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vertex_uv;
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out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
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return out;
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}
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";
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const WGSL_NESTED_IFDEF: &str = r"
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[[block]]
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struct View {
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@ -502,6 +547,42 @@ struct VertexOutput {
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[[builtin(position)]] position: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(
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[[location(0)]] vertex_position: vec3<f32>,
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[[location(1)]] vertex_uv: vec2<f32>
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) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vertex_uv;
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out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
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return out;
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}
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";
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const WGSL_NESTED_IFDEF_ELSE: &str = r"
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[[block]]
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struct View {
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view_proj: mat4x4<f32>;
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world_position: vec3<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> view: View;
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# ifdef TEXTURE
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# ifdef ATTRIBUTE
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[[group(1), binding(0)]]
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var sprite_texture: texture_2d<f32>;
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#else
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[[group(1), binding(0)]]
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var sprite_texture: texture_2d_array<f32>;
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# endif
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# endif
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struct VertexOutput {
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[[location(0)]] uv: vec2<f32>;
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[[builtin(position)]] position: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(
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[[location(0)]] vertex_position: vec3<f32>,
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@ -598,6 +679,49 @@ fn vertex(
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assert_eq!(result.get_wgsl_source().unwrap(), EXPECTED);
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}
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#[test]
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fn process_shader_def_else() {
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#[rustfmt::skip]
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const EXPECTED: &str = r"
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[[block]]
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struct View {
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view_proj: mat4x4<f32>;
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world_position: vec3<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> view: View;
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[[group(1), binding(0)]]
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var sprite_texture: texture_2d_array<f32>;
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struct VertexOutput {
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[[location(0)]] uv: vec2<f32>;
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[[builtin(position)]] position: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(
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[[location(0)]] vertex_position: vec3<f32>,
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[[location(1)]] vertex_uv: vec2<f32>
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) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vertex_uv;
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out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
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return out;
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}
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";
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let processor = ShaderProcessor::default();
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let result = processor
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.process(
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&Shader::from_wgsl(WGSL_ELSE),
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&[],
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&HashMap::default(),
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&HashMap::default(),
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)
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.unwrap();
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assert_eq!(result.get_wgsl_source().unwrap(), EXPECTED);
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}
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#[test]
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fn process_shader_def_unclosed() {
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#[rustfmt::skip]
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@ -762,6 +886,49 @@ fn vertex(
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assert_eq!(result.get_wgsl_source().unwrap(), EXPECTED);
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}
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#[test]
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fn process_nested_shader_def_outer_defined_inner_else() {
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#[rustfmt::skip]
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const EXPECTED: &str = r"
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[[block]]
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struct View {
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view_proj: mat4x4<f32>;
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world_position: vec3<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> view: View;
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[[group(1), binding(0)]]
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var sprite_texture: texture_2d_array<f32>;
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struct VertexOutput {
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[[location(0)]] uv: vec2<f32>;
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[[builtin(position)]] position: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(
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[[location(0)]] vertex_position: vec3<f32>,
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[[location(1)]] vertex_uv: vec2<f32>
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) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vertex_uv;
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out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
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return out;
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}
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";
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let processor = ShaderProcessor::default();
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let result = processor
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.process(
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&Shader::from_wgsl(WGSL_NESTED_IFDEF_ELSE),
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&["TEXTURE".to_string()],
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&HashMap::default(),
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&HashMap::default(),
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)
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.unwrap();
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assert_eq!(result.get_wgsl_source().unwrap(), EXPECTED);
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}
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#[test]
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fn process_nested_shader_def_neither_defined() {
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#[rustfmt::skip]
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@ -803,6 +970,47 @@ fn vertex(
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assert_eq!(result.get_wgsl_source().unwrap(), EXPECTED);
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}
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#[test]
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fn process_nested_shader_def_neither_defined_else() {
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#[rustfmt::skip]
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const EXPECTED: &str = r"
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[[block]]
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struct View {
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view_proj: mat4x4<f32>;
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world_position: vec3<f32>;
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};
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[[group(0), binding(0)]]
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var<uniform> view: View;
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struct VertexOutput {
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[[location(0)]] uv: vec2<f32>;
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[[builtin(position)]] position: vec4<f32>;
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};
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[[stage(vertex)]]
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fn vertex(
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[[location(0)]] vertex_position: vec3<f32>,
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[[location(1)]] vertex_uv: vec2<f32>
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) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vertex_uv;
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out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
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return out;
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}
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";
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let processor = ShaderProcessor::default();
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let result = processor
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.process(
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&Shader::from_wgsl(WGSL_NESTED_IFDEF_ELSE),
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&[],
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&HashMap::default(),
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&HashMap::default(),
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)
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.unwrap();
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assert_eq!(result.get_wgsl_source().unwrap(), EXPECTED);
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}
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#[test]
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fn process_nested_shader_def_inner_defined_outer_not() {
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#[rustfmt::skip]
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