extern crate glsl_to_spirv; extern crate shader_parser; fn main() { let shader = r#" #version 450 uniform sampler2D u_texture; in vec2 v_texcoords; out vec4 f_color; void main() { f_color = texture(u_texture, v_texcoords); } "#; let content = glsl_to_spirv::compile(Some((shader, glsl_to_spirv::ShaderType::Fragment))).unwrap(); let output = shader_parser::reflect(content).unwrap(); println!("{}", output); }