Update a named shader source in the global shader storage. When the source changes, the previously compiled material is evicted and will be recompiled on the next render pass. No-ops if unchanged. Use with [`ShaderAsset::Stored`](crate::shaders::ShaderAsset::Stored) to reference the stored source by name. # Example ```rust,ignore set_shader_source("live_shader", &editor.text); const LIVE: Shad
(name: &str, fragment: &str)
| 555 | /// .build(); |
| 556 | /// ``` |
| 557 | pub fn set_shader_source(name: &str, fragment: &str) { |
| 558 | MATERIAL_MANAGER.lock().unwrap().set_source(name, fragment); |
| 559 | } |
| 560 | |
| 561 | /// Apply shader uniforms to a material, including auto-uniforms. |
| 562 | fn apply_shader_uniforms(material: &Material, config: &ShaderConfig, bb: &BoundingBox) { |
nothing calls this directly
no test coverage detected