message: Fix GLSL shader editing
  The "files" system expects other files to be #included, which won't make
  sense for GLSL sources, which are expected to be concatenated. Use the
  concatenated string as a single "main.glsl" file.
diff: @@ -60,7 +60,6 @@ void WrappedOpenGL::ShaderData::Compile(WrappedOpenGL &gl, ResourceId id, GLuint
  if(type == eGL_VERTEX_SHADER)
  CheckVertexOutputUses(sources, pointSizeUsed, clipDistanceUsed);
  - {
  string concatenated;
  for(size_t i = 0; i < sources.size(); i++)
  @@ -80,7 +79,6 @@ void WrappedOpenGL::ShaderData::Compile(WrappedOpenGL &gl, ResourceId id, GLuint
  reflection.encoding = ShaderEncoding::GLSL;
  reflection.rawBytes.assign((byte *)concatenated.c_str(), concatenated.size());
  - }
  GLuint sepProg = prog;
  @@ -123,13 +121,9 @@ void WrappedOpenGL::ShaderData::Compile(WrappedOpenGL &gl, ResourceId id, GLuint
  reflection.stage = MakeShaderStage(type);
  - // TODO sort these so that the first file contains the entry point
  - reflection.debugInfo.files.resize(sources.size());
  - for(size_t i = 0; i < sources.size(); i++)
  - {
  - reflection.debugInfo.files[i].filename = StringFormat::Fmt("source%u.glsl", (uint32_t)i);
  - reflection.debugInfo.files[i].contents = sources[i];
  - }
  + reflection.debugInfo.files.resize(1);
  + reflection.debugInfo.files[0].filename = "main.glsl";
  + reflection.debugInfo.files[0].contents = concatenated;
  }
  }
  