Shader pre-processor: Improve parsing + fix WGSL #16474
Merged
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I have improved the shader pre-processor so that constructions of this type are analyzed correctly:
Before the PR, you couldn't test against a name, you had to use immediate values (0 instead of
BRDF_DIFFUSE_ROUGHNESS_EON
and 1 instead ofBRDF_DIFFUSE_ROUGHNESS_BURLEY
in the example above).I have also reworked the way we handle preprocessing in WGSL, as it was causing some problems before. I have tried to add a number of comments in the code to explain why things are done in that way.