//! Backend-agnostic decal support. Owns the per-decal model / inverse-model
//! matrix math the projected-decal pass needs at runtime, the `DecalRecord` the
//! backends consume, and the `DecalSet` slot table they drive the pass from.
//! Decals are stamped onto the scene depth buffer by drawing a unit-box volume
//! per decal: the fragment shader reconstructs the world-space point of each
//! rasterised pixel from depth and tests whether it lies inside the box.
pub use ;
pub use ;