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frust_engine/effects/
mod.rs

1//! Effects the engine renders *before* a frame's own passes, into textures the
2//! frame then samples.
3//!
4//! Everything here shares one shape: a pre-pass produces an offscreen texture,
5//! registers it with the renderer as a scene texture, and the display-list
6//! command that asked for it lowers to an ordinary external-texture draw. That
7//! keeps the frame path itself unaware of the effect — it sees a texture, the
8//! same as one a host bound — and keeps the effect unaware of strips, paints
9//! and depth.
10//!
11//! [`shader_quad`] is the one such effect today: user-supplied WGSL fragment
12//! programs rendered for [`frust_scene::Command::ShaderQuad`].
13
14pub mod shader_quad;
15
16pub use shader_quad::{MAX_TEXTURE_DIM, ShaderQuadPass};