use wgpu::{Sampler, ShaderModule};
pub fn create_shader_module(
device: &wgpu::Device,
name: &str,
shader_source: &str,
) -> ShaderModule {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some(name),
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
})
}
pub fn create_nearest_sampler(device: &wgpu::Device, label: &str) -> Sampler {
device.create_sampler(&wgpu::SamplerDescriptor {
label: Some(label),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: None,
anisotropy_clamp: 1,
lod_min_clamp: 0.0,
lod_max_clamp: 32.0,
border_color: None,
})
}