renderling/linkage/
primitive_fragment.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 = "primitive::shader::primitive_fragment";
7    pub fn descriptor() -> wgpu::ShaderModuleDescriptor<'static> {
8        wgpu::include_spirv!("../../shaders/primitive-shader-primitive_fragment.spv")
9    }
10    pub fn linkage(device: &wgpu::Device) -> super::ShaderLinkage {
11        log::debug!("creating native linkage for {}", "primitive_fragment");
12        super::ShaderLinkage {
13            entry_point: ENTRY_POINT,
14            module: device.create_shader_module(descriptor()).into(),
15        }
16    }
17}
18#[cfg(target_arch = "wasm32")]
19mod target {
20    pub const ENTRY_POINT: &str = "primitiveshaderprimitive_fragment";
21    pub fn descriptor() -> wgpu::ShaderModuleDescriptor<'static> {
22        wgpu::include_wgsl!("../../shaders/primitive-shader-primitive_fragment.wgsl")
23    }
24    pub fn linkage(device: &wgpu::Device) -> super::ShaderLinkage {
25        log::debug!("creating web linkage for {}", "primitive_fragment");
26        super::ShaderLinkage {
27            entry_point: ENTRY_POINT,
28            module: device.create_shader_module(descriptor()).into(),
29        }
30    }
31}
32pub fn linkage(device: &wgpu::Device) -> ShaderLinkage {
33    target::linkage(device)
34}