Add a new C interface example to README.md
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							@ -429,6 +429,77 @@ ShCompile(shader, compiler) -> compiler(AST) -> <back end>
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In practice, `ShCompile()` takes shader strings, default version, and
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					In practice, `ShCompile()` takes shader strings, default version, and
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warning/error and other options for controlling compilation.
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					warning/error and other options for controlling compilation.
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					### C Functional Interface (new)
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					This interface is located `glslang_c_interface.h` and exposes functionality similar to the C++ interface. The following snippet is a complete example showing how to compile GLSL into SPIR-V 1.5 for Vulkan 1.2.
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					```cxx
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					std::vector<uint32_t> compileShaderToSPIRV_Vulkan(glslang_stage_t stage, const char* shaderSource, const char* fileName)
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					{
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					    const glslang_input_t input = {
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					        .language = GLSLANG_SOURCE_GLSL,
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					        .stage = stage,
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					        .client = GLSLANG_CLIENT_VULKAN,
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					        .client_version = GLSLANG_TARGET_VULKAN_1_2,
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					        .target_language = GLSLANG_TARGET_SPV,
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					        .target_language_version = GLSLANG_TARGET_SPV_1_5,
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					        .code = shaderSource,
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					        .default_version = 100,
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					        .default_profile = GLSLANG_NO_PROFILE,
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					        .force_default_version_and_profile = false,
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					        .forward_compatible = false,
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					        .messages = GLSLANG_MSG_DEFAULT_BIT,
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					        .resource = reinterpret_cast<const glslang_resource_t*>(&glslang::DefaultTBuiltInResource),
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					    };
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					    glslang_shader_t* shader = glslang_shader_create(&input);
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					    if (!glslang_shader_preprocess(shader, &input))	{
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					        printf("GLSL preprocessing failed %s\n", fileName);
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					        printf("%s\n", glslang_shader_get_info_log(shader));
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					        printf("%s\n", glslang_shader_get_info_debug_log(shader));
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					        printf("%s\n", input.code);
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					        glslang_shader_delete(shader);
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					        return std::vector<uint32_t>();
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					    }
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					    if (!glslang_shader_parse(shader, &input)) {
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					        printf("GLSL parsing failed %s\n", fileName);
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					        printf("%s\n", glslang_shader_get_info_log(shader));
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					        printf("%s\n", glslang_shader_get_info_debug_log(shader));
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					        printf("%s\n", glslang_shader_get_preprocessed_code(shader));
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					        glslang_shader_delete(shader);
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					        return std::vector<uint32_t>();
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					    }
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					    glslang_program_t* program = glslang_program_create();
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					    glslang_program_add_shader(program, shader);
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					    if (!glslang_program_link(program, GLSLANG_MSG_SPV_RULES_BIT | GLSLANG_MSG_VULKAN_RULES_BIT)) {
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					        printf("GLSL linking failed %s\n", fileName);
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					        printf("%s\n", glslang_program_get_info_log(program));
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					        printf("%s\n", glslang_program_get_info_debug_log(program));
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					        glslang_program_delete(program);
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					        glslang_shader_delete(shader);
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					        return std::vector<uint32_t>();
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					    }
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					    glslang_program_SPIRV_generate(program, stage);
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					    std::vector<uint32_t> outShaderModule(glslang_program_SPIRV_get_size(program));
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					    glslang_program_SPIRV_get(program, outShaderModule.data());
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					    const char* spirv_messages = glslang_program_SPIRV_get_messages(program);
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					    if (spirv_messages)
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					        printf("(%s) %s\b", fileName, spirv_messages);
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					    glslang_program_delete(program);
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					    glslang_shader_delete(shader);
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					    return outShaderModule;
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					}
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					```
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## Basic Internal Operation
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					## Basic Internal Operation
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* Initial lexical analysis is done by the preprocessor in
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					* Initial lexical analysis is done by the preprocessor in
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