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Use GLSL highlighting for now on vulkan source files
* Later we should pipe through the source language from the SPIR-V and use that instead, for the other APIs it's just trivially HLSL/GLSL.
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@@ -526,9 +526,8 @@ void ShaderViewer::OnEventChanged(uint32_t eventID)
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ScintillaEdit *ShaderViewer::AddFileScintilla(const QString &name, const QString &text)
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{
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ScintillaEdit *scintilla =
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MakeEditor(lit("scintilla") + name, text,
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m_Ctx.APIProps().localRenderer == GraphicsAPI::OpenGL ? SCLEX_GLSL : SCLEX_HLSL);
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ScintillaEdit *scintilla = MakeEditor(
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lit("scintilla") + name, text, IsD3D(m_Ctx.APIProps().localRenderer) ? SCLEX_HLSL : SCLEX_GLSL);
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scintilla->setReadOnly(true);
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scintilla->setWindowTitle(name);
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((QWidget *)scintilla)->setProperty("name", name);
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