use ivy_vulkan::ShaderModuleInfo;
pub const FULLSCREEN_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/fullscreen.vert.spv")));
pub const DEFAULT_VERTEX_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/default.vert.spv")));
pub const FORWARD_VERTEX_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/forward.vert.spv")));
pub const FORWARD_FRAGMENT_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/forward.frag.spv")));
pub const DEFAULT_FRAGMENT_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/default.frag.spv")));
pub const SKINNED_VERTEX_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/skinned.vert.spv")));
pub const GIZMO_VERTEX_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/gizmos.vert.spv")));
pub const GIZMO_FRAGMENT_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/gizmos.frag.spv")));
pub const IMAGE_FRAGMENT_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/ui/image.frag.spv")));
pub const TEXT_FRAGMENT_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/ui/text.frag.spv")));
pub const IMAGE_VERTEX_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/ui/image.vert.spv")));
pub const TEXT_VERTEX_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/ui/text.vert.spv")));
pub const PBR_SHADER: ShaderModuleInfo =
ShaderModuleInfo::from_const_bytes(include_bytes!(concat!(env!("OUT_DIR"), "/shaders/pbr_lighting.frag.spv")));