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compute_pipeline_from_glsl

Function compute_pipeline_from_glsl 

Source
pub fn compute_pipeline_from_glsl(
    rd: &mut Gd<RenderingDevice>,
    sink: &Arc<dyn RidSink>,
    glsl: &str,
    name: &str,
) -> Option<(RdShader, RdPipeline)>
Expand description

Compute shader + pipeline from GLSL source compiled at runtime by Godot’s own shader compiler (no slangc, nothing extra shipped). Used for the user-authored custom-surface terrain (crate::custom_surface): a compile error is logged with Godot’s message and returns None so the caller can fall back to the built-in path instead of crashing.