mod node;
mod pipeline;
mod prepare;
use bevy::{
asset::Handle,
ecs::component::Component,
render::{
render_graph::RenderLabel,
render_resource::{CachedRenderPipelineId, Shader},
},
};
pub use node::LightingNode;
pub use pipeline::LightingPipeline;
pub use prepare::prepare_lighting_pipelines;
pub const LIGHTING_SHADER: Handle<Shader> =
Handle::weak_from_u128(111120241052143214281687226997564407636);
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
pub struct LightingPass;
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub struct LightingPipelineKey {
pub hdr: bool,
}
#[derive(Component)]
pub struct LightingPipelineId(pub CachedRenderPipelineId);