//! GLSL shader sources, embedded at compile time.
pub const FULLSCREEN_VERT: &str = include_str!;
pub const GLYPH_VERT: &str = include_str!;
pub const GLYPH_FRAG: &str = include_str!;
pub const BLOOM_FRAG: &str = include_str!;
pub const COMPOSITE_FRAG: &str = include_str!;
/// Combines one level of the bloom pyramid with the next one up.
pub const UPSAMPLE_FRAG: &str = include_str!;
/// Anti-aliasing on the finished LDR frame, before the HUD.
pub const FXAA_FRAG: &str = include_str!;
/// The screen-space light map with shadows marched through the occluder buffer.
pub const LIGHT_FRAG: &str = include_str!;
/// Motion trails: the brighter of this frame and the decayed last one.
pub const PERSIST_FRAG: &str = include_str!;
pub const SDF_GLYPH_VERT: &str = include_str!;
pub const SDF_GLYPH_FRAG: &str = include_str!;
pub const PARTICLE_UPDATE_COMP: &str = include_str!;