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Duplicate Production of Shader Compilation Tools #481

@MathewBensonCode

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@MathewBensonCode

The current shader workflow involves downloading pre-compile tools from ShaderC repositories. We are also compiling the same in the generation of dependencies(GLSLang, SPIRV..etc). This duplication costs alot of disk space and/or compilation time.

It may make sense to do away with either the download of pre-compiled binaries or do away with the compilation of the tools as dependencies.

Compiling our own will mean tighter version control across platforms reducing variables and flakiness due to different platforms.

Use of the precompiled versions requires careful selection of versions across platforms but reduces the build times significantly especially in CI builds and/or developer builds

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