message: Use GLSL highlighting for now on vulkan source files
  * Later we should pipe through the source language from the SPIR-V and
  use that instead, for the other APIs it's just trivially HLSL/GLSL.
diff: @@ -526,9 +526,8 @@ void ShaderViewer::OnEventChanged(uint32_t eventID)
  ScintillaEdit *ShaderViewer::AddFileScintilla(const QString &name, const QString &text)
  {
  - ScintillaEdit *scintilla =
  - MakeEditor(lit("scintilla") + name, text,
  - m_Ctx.APIProps().localRenderer == GraphicsAPI::OpenGL ? SCLEX_GLSL : SCLEX_HLSL);
  + ScintillaEdit *scintilla = MakeEditor(
  + lit("scintilla") + name, text, IsD3D(m_Ctx.APIProps().localRenderer) ? SCLEX_HLSL : SCLEX_GLSL);
  scintilla->setReadOnly(true);
  scintilla->setWindowTitle(name);
  ((QWidget *)scintilla)->setProperty("name", name);
  