mod node;
mod pipeline;
mod prepare;
use bevy::{
asset::{Handle, weak_handle},
ecs::component::Component,
render::{
render_graph::RenderLabel,
render_resource::{CachedRenderPipelineId, Shader},
},
};
pub use node::LightingNode;
pub use pipeline::*;
pub use prepare::*;
pub const LIGHTING_SHADER: Handle<Shader> = weak_handle!("22ed6ffe-b47d-4b88-b986-5b0e87b3a240");
#[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);