#pragma once
#include "vulkan/vulkan.hpp"
#include <glslang/public/ShaderLang.h>
#include <optional>
#include <string_view>
namespace vulkanapi
{
	using std::string_view;
	using std::string;
	class GlslToSpirv
	{
	public:
		static std::optional<std::vector<uint32_t>> spirv(const string& glsl, vk::ShaderStageFlagBits v_stage, string_view code_id = "unknown_shader");
	};
}