use crate::render_passes::{
display::shader::cache_key::ShaderCacheKeyDisplay,
effects::shader::cache_key::ShaderCacheKeyEffects,
geometry::shader::cache_key::ShaderCacheKeyGeometry,
light_culling::shader::cache_key::ShaderCacheKeyLightCulling,
material_opaque::shader::cache_key::{
ShaderCacheKeyMaterialOpaque, ShaderCacheKeyMaterialOpaqueEmpty,
},
material_transparent::shader::cache_key::ShaderCacheKeyMaterialTransparent,
};
#[derive(Hash, Debug, Clone, PartialEq, Eq)]
pub enum ShaderCacheKeyRenderPass {
Geometry(ShaderCacheKeyGeometry),
LightCulling(ShaderCacheKeyLightCulling),
MaterialOpaque(ShaderCacheKeyMaterialOpaque),
MaterialOpaqueEmpty(ShaderCacheKeyMaterialOpaqueEmpty),
MaterialTransparent(ShaderCacheKeyMaterialTransparent),
Effects(ShaderCacheKeyEffects),
Display(ShaderCacheKeyDisplay),
}