renderling/linkage/
brdf_lut_convolution_fragment.rs1#![allow(dead_code)]
2use crate::linkage::ShaderLinkage;
4#[cfg(not(target_arch = "wasm32"))]
5mod target {
6 pub const ENTRY_POINT: &str = "convolution::shader::brdf_lut_convolution_fragment";
7 pub fn descriptor() -> wgpu::ShaderModuleDescriptor<'static> {
8 wgpu::include_spirv!("../../shaders/convolution-shader-brdf_lut_convolution_fragment.spv")
9 }
10 pub fn linkage(device: &wgpu::Device) -> super::ShaderLinkage {
11 log::debug!(
12 "creating native linkage for {}",
13 "brdf_lut_convolution_fragment"
14 );
15 super::ShaderLinkage {
16 entry_point: ENTRY_POINT,
17 module: device.create_shader_module(descriptor()).into(),
18 }
19 }
20}
21#[cfg(target_arch = "wasm32")]
22mod target {
23 pub const ENTRY_POINT: &str = "convolutionshaderbrdf_lut_convolution_fragment";
24 pub fn descriptor() -> wgpu::ShaderModuleDescriptor<'static> {
25 wgpu::include_wgsl!("../../shaders/convolution-shader-brdf_lut_convolution_fragment.wgsl")
26 }
27 pub fn linkage(device: &wgpu::Device) -> super::ShaderLinkage {
28 log::debug!(
29 "creating web linkage for {}",
30 "brdf_lut_convolution_fragment"
31 );
32 super::ShaderLinkage {
33 entry_point: ENTRY_POINT,
34 module: device.create_shader_module(descriptor()).into(),
35 }
36 }
37}
38pub fn linkage(device: &wgpu::Device) -> ShaderLinkage {
39 target::linkage(device)
40}