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concinnity_core/render/
shaders.rs

1//! The single-source `.slang` engine shaders, embedded once for every consumer.
2//!
3//! Both halves of the toolchain read these: the renderer compiles them at init
4//! (or loads a precompiled artifact keyed by their text), and the device build
5//! script compiles the same text ahead of time. They live here, below the
6//! backends, so the two can never disagree about what a program's source is --
7//! the content-addressed shader cache keys on exactly this text.
8
9/// Every embedded shader, as (file name, source). `embedded` looks up by name;
10/// a build script iterating the set walks this table.
11pub const SOURCES: &[(&str, &str)] = &[
12    ("auto_exposure.slang", AUTO_EXPOSURE),
13    ("bloom.slang", BLOOM),
14    ("composite.slang", COMPOSITE),
15    ("decal.slang", DECAL),
16    ("fog.slang", FOG),
17    ("fullscreen.slang", FULLSCREEN),
18    ("gbuffer_prepass.slang", GBUFFER_PREPASS),
19    ("glass.slang", GLASS),
20    ("glass_mesh.slang", GLASS_MESH),
21    ("hiz_build.slang", HIZ_BUILD),
22    ("light_cull.slang", LIGHT_CULL),
23    ("line.slang", LINE),
24    ("main_bindless.slang", MAIN_BINDLESS),
25    ("object_common.slang", OBJECT_COMMON),
26    ("particle.slang", PARTICLE),
27    ("particle_simulate.slang", PARTICLE_SIMULATE),
28    ("particle_types.slang", PARTICLE_TYPES),
29    ("post_common.slang", POST_COMMON),
30    ("probe_common.slang", PROBE_COMMON),
31    ("probe_prefilter.slang", PROBE_PREFILTER),
32    ("probe_types.slang", PROBE_TYPES),
33    ("reflection.slang", REFLECTION),
34    ("rt_reflections.slang", RT_REFLECTIONS),
35    ("rt_skin.slang", RT_SKIN),
36    ("rt_trace.slang", RT_TRACE),
37    ("rt_types.slang", RT_TYPES),
38    ("shadow.slang", SHADOW),
39    ("ssao.slang", SSAO),
40    ("ssgi.slang", SSGI),
41    ("ssr.slang", SSR),
42    ("taa.slang", TAA),
43    ("text.slang", TEXT),
44    ("water.slang", WATER),
45];
46
47/// One shader's embedded text, by file name.
48pub fn embedded(file: &str) -> Option<&'static str> {
49    SOURCES
50        .iter()
51        .find_map(|(name, text)| (*name == file).then_some(*text))
52}
53
54/// `auto_exposure.slang`.
55pub const AUTO_EXPOSURE: &str = include_str!("shaders/auto_exposure.slang");
56/// `bloom.slang`.
57pub const BLOOM: &str = include_str!("shaders/bloom.slang");
58/// `composite.slang`.
59pub const COMPOSITE: &str = include_str!("shaders/composite.slang");
60/// `decal.slang`.
61pub const DECAL: &str = include_str!("shaders/decal.slang");
62/// `fog.slang`.
63pub const FOG: &str = include_str!("shaders/fog.slang");
64/// `fullscreen.slang`.
65pub const FULLSCREEN: &str = include_str!("shaders/fullscreen.slang");
66/// `gbuffer_prepass.slang`.
67pub const GBUFFER_PREPASS: &str = include_str!("shaders/gbuffer_prepass.slang");
68/// `glass.slang`.
69pub const GLASS: &str = include_str!("shaders/glass.slang");
70/// `glass_mesh.slang`.
71pub const GLASS_MESH: &str = include_str!("shaders/glass_mesh.slang");
72/// `hiz_build.slang`.
73pub const HIZ_BUILD: &str = include_str!("shaders/hiz_build.slang");
74/// `light_cull.slang`.
75pub const LIGHT_CULL: &str = include_str!("shaders/light_cull.slang");
76/// `line.slang`.
77pub const LINE: &str = include_str!("shaders/line.slang");
78/// `main_bindless.slang`.
79pub const MAIN_BINDLESS: &str = include_str!("shaders/main_bindless.slang");
80/// `object_common.slang`.
81pub const OBJECT_COMMON: &str = include_str!("shaders/object_common.slang");
82/// `particle.slang`.
83pub const PARTICLE: &str = include_str!("shaders/particle.slang");
84/// `particle_simulate.slang`.
85pub const PARTICLE_SIMULATE: &str = include_str!("shaders/particle_simulate.slang");
86/// `particle_types.slang`.
87pub const PARTICLE_TYPES: &str = include_str!("shaders/particle_types.slang");
88/// `post_common.slang`.
89pub const POST_COMMON: &str = include_str!("shaders/post_common.slang");
90/// `probe_common.slang`.
91pub const PROBE_COMMON: &str = include_str!("shaders/probe_common.slang");
92/// `probe_prefilter.slang`.
93pub const PROBE_PREFILTER: &str = include_str!("shaders/probe_prefilter.slang");
94/// `probe_types.slang`.
95pub const PROBE_TYPES: &str = include_str!("shaders/probe_types.slang");
96/// `reflection.slang`.
97pub const REFLECTION: &str = include_str!("shaders/reflection.slang");
98/// `rt_reflections.slang`.
99pub const RT_REFLECTIONS: &str = include_str!("shaders/rt_reflections.slang");
100/// `rt_skin.slang`.
101pub const RT_SKIN: &str = include_str!("shaders/rt_skin.slang");
102/// `rt_trace.slang`.
103pub const RT_TRACE: &str = include_str!("shaders/rt_trace.slang");
104/// `rt_types.slang`.
105pub const RT_TYPES: &str = include_str!("shaders/rt_types.slang");
106/// `shadow.slang`.
107pub const SHADOW: &str = include_str!("shaders/shadow.slang");
108/// `ssao.slang`.
109pub const SSAO: &str = include_str!("shaders/ssao.slang");
110/// `ssgi.slang`.
111pub const SSGI: &str = include_str!("shaders/ssgi.slang");
112/// `ssr.slang`.
113pub const SSR: &str = include_str!("shaders/ssr.slang");
114/// `taa.slang`.
115pub const TAA: &str = include_str!("shaders/taa.slang");
116/// `text.slang`.
117pub const TEXT: &str = include_str!("shaders/text.slang");
118/// `water.slang`.
119pub const WATER: &str = include_str!("shaders/water.slang");