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I have checked in improvements to #VulkanScneneGraph shader composition support so that now a range of shader variants can be pre-compiled to SPIR-V and built as part of the library itself:

github.com/vsg-dev/Vulkan…

This can mean no more loading and compiling shaders at runtime!
Shader composition might at first seem like another layer of complexity on top of GLSL shaders, but it actually makes shader and C++ code management easier once you understand how to use it.

To explain the improvements I've started a thread on vsg-users:
groups.google.com/g/vsg-users/c/…
The #VulkanSceneGraph uses the #pragma(tic) shader composition approach that I developed as part of the #OpenScenegraph project, allow apps to inject #define into shader compilation

This text.vert shader illustrates use of 3 different #defines:
github.com/vsg-dev/vsgExa…
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