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Move the voxel and water shaders onto the shared include library - #97
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Uses the engine's new include library and per-frame data (SleakEngine#232).
sleak/shadow_light.glslandsleak/frame.glslinstead of carrying their own copies of the shadow light block.uFrame.Time; the water material no longer smuggles the game clock through its tiling.GameShaderstarget), so an engine include change rebuilds game SPIR-V too, and stages them over the committed copies.scripts/compile_shaders.shpasses the same include paths. Configuring fails if the game tries to shadow the engine'sinclude/sleak/.Vulkan captures of the four fixed views are byte-identical. On OpenGL, only water pixels change (lake and hill views), because water now runs on the engine clock instead of the game's summed frame times; with the old clock restored the GL captures match too.
The Engine pin moves to the engine merge commit once SleakEngine#232 lands.