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  • Hash : 861ebb3b
    Author : Jamie Madill
    Date : 2016-11-17T16:40:22

    Use ShaderVars instead of ShaderLang in headers.
    
    We only need the typed variable information in our header files.
    The entry point and other enum info can be encapsulated better
    in the cpp files that call through to the translator. The only
    tricky one is the compile options, which we return from our
    implementation - put the typedef for these in the ShaderVars
    header to fix this.
    
    This should partially work around the problem of shaderlang
    for Vulkan and ANGLE's translator (also ShaderLang) using some
    identifiers with the same names.
    
    BUG=angleproject:1576
    
    Change-Id: I43c530486498c210796b9e197a6780bf2f7b3afb
    Reviewed-on: https://chromium-review.googlesource.com/412423
    Reviewed-by: Geoff Lang <geofflang@chromium.org>
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    

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