When LLGL's built-in D3D shader compilers are running and an #include directive is used, that directive is usually unable to be completed due to the shader being transformed in such a way that makes the D3D compiler unable to extrapolate include paths.
The (Proposed) Solution
Allow LLGL::ShaderDescriptor to hold a field for source names and pass that down to the underlying D3D compiler implementation as-needed.
The Problem
When LLGL's built-in D3D shader compilers are running and an #include directive is used, that directive is usually unable to be completed due to the shader being transformed in such a way that makes the D3D compiler unable to extrapolate include paths.
The (Proposed) Solution
Allow LLGL::ShaderDescriptor to hold a field for source names and pass that down to the underlying D3D compiler implementation as-needed.