use nightshade::ecs::world::World;
use nightshade::prelude::wgpu;
use nightshade::render::wgpu::passes;
use nightshade::render::wgpu::rendergraph::{RenderGraph, render_graph_pass};
use nightshade::run::RenderResources;
pub fn configure_graph(
graph: &mut RenderGraph<World>,
device: &wgpu::Device,
resources: RenderResources,
) {
let ssr_pass = passes::SsrPass::new(device);
render_graph_pass(graph, Box::new(ssr_pass))
.read("depth", resources.depth)
.read("view_normals", resources.view_normals)
.read("scene_color", resources.scene_color)
.write("ssr_raw", resources.ssr_raw)
.add()
.expect("failed to add ssr_pass");
let ssr_blur_pass = passes::SsrBlurPass::new(device);
render_graph_pass(graph, Box::new(ssr_blur_pass))
.read("ssr_raw", resources.ssr_raw)
.read("depth", resources.depth)
.read("view_normals", resources.view_normals)
.write("ssr", resources.ssr)
.add()
.expect("failed to add ssr_blur_pass");
}