renderling/linkage/
light_tiling_depth_pre_pass.rs1#![allow(dead_code)]
2use 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}