Maybe this will fix 4coder indentation issues in Handmade Hero code with C++11 raw string literals:
| char* ShaderCode = R"FOO"(
void main()
{
v2 foo = v2(1,2);
....
}
)FOO"";
|
Instead of using
FOO as begin/end marker try using
FOO" as begin/end marker. This is legal in C++11, and VS2013 supports this. My assumption is that 4coder will see "FOO" just as a normal string, then it will see GLSL code outside of string literal, and at the end it will see just an empty "" string literal. Nothing will be inside string literal from 4coder's point of view.
I don't have 4coder myself so I cannot try if this will really work. Maybe 4coder now will be confused about parenthesis around GLSL code which are outside of string literal.