Reworked preprocessor newline management.
My thought about the semicolon and assembly comments was a brain fart,
newlines will have to go through to the assembler, and we'll just mirror
Direct3D's preprocessor output behaviour in MOJOSHADER_preprocess() instead.
This gets rid of the nasty insert_token nonsense, as an added benefit.
To use this in your project:
- Add mojoshader*.c and mojoshader*.h to your project.
- Compile mojoshader*.c
- If you don't have a C99-compliant compiler, like Microsoft Visual Studio,
you'll need to compile the .c files as C++ to get them to build.
- If you don't have cmake to generate mojoshader_version.h, you can either
add a blank file with that name, or add MOJOSHADER_NO_VERSION_INCLUDE to
your preprocessor definitions.
// end of README.txt ...