Expand description
Effects the engine renders before a frame’s own passes, into textures the frame then samples.
Everything here shares one shape: a pre-pass produces an offscreen texture, registers it with the renderer as a scene texture, and the display-list command that asked for it lowers to an ordinary external-texture draw. That keeps the frame path itself unaware of the effect — it sees a texture, the same as one a host bound — and keeps the effect unaware of strips, paints and depth.
shader_quad is the one such effect today: user-supplied WGSL fragment
programs rendered for frust_scene::Command::ShaderQuad.
Re-exports§
pub use shader_quad::MAX_TEXTURE_DIM;pub use shader_quad::ShaderQuadPass;
Modules§
- shader_
quad - The pre-pass behind
Command::ShaderQuad: a user-supplied WGSL fragment program rendered into an offscreen texture the frame then draws as a scene texture.