//! Per-scene lighting data the GPU derives each frame: the clustered light
//! binning state.
use RenderResult;
use InitGpu;
use crate;
// Clustered-lighting resources: the per-cluster list buffer (always allocated
// so the forward pass has a valid fragment buffer(12) binding) and the binning
// compute pipeline. Built whatever the world declares, since reflection probes
// are placed after init.
pub