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authorskal <pascal.massimino@gmail.com>2026-03-08 10:56:00 +0100
committerskal <pascal.massimino@gmail.com>2026-03-08 10:56:00 +0100
commit1ad5057ce8e68e57340aae3442b2c6b787409ad3 (patch)
tree9b1f8b12b93afee68bf0a50e36522a52cd3b1bd1 /src
parent4bc54609d7af62dd8e09977ec016f711f56c6e1d (diff)
fix: register debug/debug_print snippet in ShaderComposer
Add SHADER_DEBUG_DEBUG_PRINT to assets.txt and register it as "debug/debug_print" in InitShaderComposer() so ntsc.wgsl #include works. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src')
-rw-r--r--src/effects/shaders.cc2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/effects/shaders.cc b/src/effects/shaders.cc
index 1b93a03..7b46d16 100644
--- a/src/effects/shaders.cc
+++ b/src/effects/shaders.cc
@@ -51,6 +51,8 @@ void InitShaderComposer() {
register_if_exists("ray_box", AssetId::ASSET_SHADER_RAY_BOX);
register_if_exists("ray_triangle", AssetId::ASSET_SHADER_RAY_TRIANGLE);
+ register_if_exists("debug/debug_print",
+ AssetId::ASSET_SHADER_DEBUG_DEBUG_PRINT);
register_if_exists("render/scratch_lines",
AssetId::ASSET_SHADER_RENDER_SCRATCH_LINES);
register_if_exists("render/fullscreen_vs",