renderling/linkage/
light_tiling_depth_pre_pass.rs

1#![allow(dead_code)]
2//! Automatically generated by Renderling's `build.rs`.
3use crate::linkage::ShaderLinkage;
4#[cfg(not(target_arch = "wasm32"))]
5mod target {
6    pub const ENTRY_POINT: &str = "light::shader::light_tiling_depth_pre_pass";
7    pub fn descriptor() -> wgpu::ShaderModuleDescriptor<'static> {
8        wgpu::include_spirv!("../../shaders/light-shader-light_tiling_depth_pre_pass.spv")
9    }
10    pub fn linkage(device: &wgpu::Device) -> super::ShaderLinkage {
11        log::debug!(
12            "creating native linkage for {}",
13            "light_tiling_depth_pre_pass"
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 = "lightshaderlight_tiling_depth_pre_pass";
24    pub fn descriptor() -> wgpu::ShaderModuleDescriptor<'static> {
25        wgpu::include_wgsl!("../../shaders/light-shader-light_tiling_depth_pre_pass.wgsl")
26    }
27    pub fn linkage(device: &wgpu::Device) -> super::ShaderLinkage {
28        log::debug!("creating web linkage for {}", "light_tiling_depth_pre_pass");
29        super::ShaderLinkage {
30            entry_point: ENTRY_POINT,
31            module: device.create_shader_module(descriptor()).into(),
32        }
33    }
34}
35pub fn linkage(device: &wgpu::Device) -> ShaderLinkage {
36    target::linkage(device)
37}