Use C++11 raw string literals instead of SHADER_SOURCE macro

This is better in many ways:
1. It doesn't confuse clang format
2. \n doesn't need to be included after preprocessor directives like
   the version directive.
3. It's using built-in functionality instead of something custom.

Raw string literals should be the preferred way to include shader
source in C++ files going forward.

BUG=angleproject:2157
TEST=angle_end2end_tests

Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f
Reviewed-on: https://chromium-review.googlesource.com/671046
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
diff --git a/src/tests/gl_tests/ProgramBinaryTest.cpp b/src/tests/gl_tests/ProgramBinaryTest.cpp
index 6ee5eb3..7513224 100644
--- a/src/tests/gl_tests/ProgramBinaryTest.cpp
+++ b/src/tests/gl_tests/ProgramBinaryTest.cpp
@@ -34,22 +34,18 @@
     {
         ANGLETest::SetUp();
 
-        const std::string vertexShaderSource = SHADER_SOURCE
-        (
-            attribute vec4 inputAttribute;
+        const std::string vertexShaderSource =
+            R"(attribute vec4 inputAttribute;
             void main()
             {
                 gl_Position = inputAttribute;
-            }
-        );
+            })";
 
-        const std::string fragmentShaderSource = SHADER_SOURCE
-        (
-            void main()
+        const std::string fragmentShaderSource =
+            R"(void main()
             {
                 gl_FragColor = vec4(1,0,0,1);
-            }
-        );
+            })";
 
         mProgram = CompileProgram(vertexShaderSource, fragmentShaderSource);
         if (mProgram == 0)
@@ -452,25 +448,23 @@
     {
         ANGLETest::SetUp();
 
-        const std::string vertexShaderSource = SHADER_SOURCE
-        (   #version 300 es\n
+        const std::string vertexShaderSource =
+            R"(#version 300 es
             in vec4 inputAttribute;
             out vec4 outputVarying;
             void main()
             {
                 outputVarying = inputAttribute;
-            }
-        );
+            })";
 
-        const std::string fragmentShaderSource = SHADER_SOURCE
-        (   #version 300 es\n
+        const std::string fragmentShaderSource =
+            R"(#version 300 es
             precision highp float;
             out vec4 outputColor;
             void main()
             {
                 outputColor = vec4(1,0,0,1);
-            }
-        );
+            })";
 
         std::vector<std::string> transformFeedbackVaryings;
         transformFeedbackVaryings.push_back("outputVarying");
@@ -633,50 +627,44 @@
 
     GLuint createES2ProgramFromSource()
     {
-        const std::string testVertexShaderSource = SHADER_SOURCE
-        (
-            attribute highp vec4 position;
+        const std::string testVertexShaderSource =
+            R"(attribute highp vec4 position;
 
             void main(void)
             {
                 gl_Position = position;
-            }
-        );
+            })";
 
-        const std::string testFragmentShaderSource = SHADER_SOURCE
-        (
-            void main(void)
+        const std::string testFragmentShaderSource =
+            R"(void main(void)
             {
                 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
-            }
-        );
+            })";
 
         return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
     }
 
     GLuint createES3ProgramFromSource()
     {
-        const std::string testVertexShaderSource = SHADER_SOURCE
-        (   #version 300 es\n
+        const std::string testVertexShaderSource =
+            R"(#version 300 es
             precision highp float;
             in highp vec4 position;
 
             void main(void)
             {
                 gl_Position = position;
-            }
-        );
+            })";
 
-        const std::string testFragmentShaderSource = SHADER_SOURCE
-        (   #version 300 es \n
+        const std::string testFragmentShaderSource =
+            R"(#version 300 es
             precision highp float;
             out vec4 out_FragColor;
 
             void main(void)
             {
                 out_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
-            }
-        );
+            })";
 
         return CompileProgram(testVertexShaderSource, testFragmentShaderSource);
     }