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The problem was that
get_shader_type()
was called too early, before the preprocessing step. This PR moves the check after the preprocessing and uses the preprocessed shader code to figure out the shader_type. This makes sure the shader compiler only sees valid shader code that has all preprocessor statements removed, so thatget_shader_type()
can correctly parse the code and figure out the type. Previously, any preprocessor statements before theshader_type xyz;
would cause a silent parsing failure and the shader type would default tospatial
.