Compile time shaders translation
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- Rust
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Description
I noticed that in some scenarios there's no better solution than translate shaders (GLSL or any other) to SPIR-V at compile time (or AOT compilation). For example there's official [doc](https://developer.android.com/ndk/guides/graphics/shader-compilers) about vulkan shaders compilation for Android and that notices about Ahead of time compilation that places final spv files directly to apk.
Also, there is some examples of vulkan + build time compilation of shaders [here](https://www.github.com/adrien-ben/vulkan-tutorial-rs/tree/master/build.rs).
So I'm curious, is it right and could be added to Bevy?
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