use include_glsl::include_glsl;
static FRAG: &[u32] = include_glsl!("hello.frag");
static VERT: &[u32] = include_glsl!("hello.vert");
fn main() {
println!("The fragment shader is {} words long.", FRAG.len());
println!("The vertex shader is {} words long.", VERT.len());
}