Validate packaged P3 shaders and describe bounded shadow atlases
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@@ -92,7 +92,10 @@ int tool_main(int argc, char** argv) {
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fs::copy_options::overwrite_existing);
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for (const auto* entry : {"vertexMain", "fragmentMain", "shadowMain", "lightTileMain",
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"gpuVertexMain", "gpuShadowMain", "gpuCullMain",
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"gpuHzbMain", "gpuPostCullMain"})
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"gpuHzbMain", "gpuPostCullMain", "temporalResolveMain",
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"temporalCompositeVertexMain", "temporalCompositeFragmentMain",
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"temporalVertexMain", "temporalFragmentMain",
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"gpuTemporalVertexMain"})
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for (const auto* extension : {".spv", ".reflection.json"})
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atomic_write(build / "shaders" / (std::string(entry) + extension), "fixture\n");
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return 0;
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