2020-05-03 17:54:30 +00:00
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use crate::{
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pass::{
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LoadOp, PassDescriptor, RenderPassColorAttachmentDescriptor,
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RenderPassDepthStencilAttachmentDescriptor, StoreOp, TextureAttachment,
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},
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render_graph::{
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2020-06-15 19:47:35 +00:00
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nodes::{
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2020-06-17 05:23:33 +00:00
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CameraNode, MainPassNode, SharedBuffersNode, TextureCopyNode, WindowSwapChainNode,
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WindowTextureNode,
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2020-06-15 19:47:35 +00:00
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},
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2020-05-03 17:54:30 +00:00
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RenderGraph,
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},
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2020-06-04 06:53:00 +00:00
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texture::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsage},
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2020-05-30 05:30:07 +00:00
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Color,
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2020-05-03 17:54:30 +00:00
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};
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2020-06-04 06:53:00 +00:00
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use bevy_window::WindowReference;
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2020-05-03 17:54:30 +00:00
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pub struct BaseRenderGraphConfig {
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2020-05-06 01:44:32 +00:00
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pub add_2d_camera: bool,
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pub add_3d_camera: bool,
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2020-05-11 16:01:31 +00:00
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pub add_main_depth_texture: bool,
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2020-05-06 01:44:32 +00:00
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pub add_main_pass: bool,
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pub connect_main_pass_to_swapchain: bool,
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2020-05-11 16:01:31 +00:00
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pub connect_main_pass_to_main_depth_texture: bool,
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2020-05-03 17:54:30 +00:00
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}
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pub mod node {
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pub const PRIMARY_SWAP_CHAIN: &str = "swapchain";
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pub const CAMERA: &str = "camera";
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pub const CAMERA2D: &str = "camera2d";
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2020-05-18 18:31:11 +00:00
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pub const TEXTURE_COPY: &str = "texture_copy";
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2020-05-11 16:01:31 +00:00
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pub const MAIN_DEPTH_TEXTURE: &str = "main_pass_depth_texture";
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2020-05-03 17:54:30 +00:00
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pub const MAIN_PASS: &str = "main_pass";
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2020-06-17 05:23:33 +00:00
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pub const SHARED_BUFFERS: &str = "shared_buffers";
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2020-05-03 17:54:30 +00:00
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}
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2020-06-23 22:58:06 +00:00
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pub mod camera {
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2020-05-30 05:30:07 +00:00
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pub const CAMERA: &str = "Camera";
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pub const CAMERA2D: &str = "Camera2d";
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}
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2020-05-03 17:54:30 +00:00
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impl Default for BaseRenderGraphConfig {
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fn default() -> Self {
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BaseRenderGraphConfig {
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add_2d_camera: true,
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add_3d_camera: true,
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add_main_pass: true,
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2020-05-11 16:01:31 +00:00
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add_main_depth_texture: true,
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2020-05-03 17:54:30 +00:00
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connect_main_pass_to_swapchain: true,
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2020-05-11 16:01:31 +00:00
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connect_main_pass_to_main_depth_texture: true,
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2020-05-03 17:54:30 +00:00
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}
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}
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}
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/// The "base render graph" provides a core set of render graph nodes which can be used to build any graph.
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/// By itself this graph doesn't do much, but it allows Render plugins to interop with each other by having a common
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/// set of nodes. It can be customized using `BaseRenderGraphConfig`.
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pub trait BaseRenderGraphBuilder {
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2020-06-15 19:47:35 +00:00
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fn add_base_graph(&mut self, config: &BaseRenderGraphConfig) -> &mut Self;
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2020-05-03 17:54:30 +00:00
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}
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impl BaseRenderGraphBuilder for RenderGraph {
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2020-06-15 19:47:35 +00:00
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fn add_base_graph(&mut self, config: &BaseRenderGraphConfig) -> &mut Self {
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2020-06-04 06:53:00 +00:00
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self.add_node(node::TEXTURE_COPY, TextureCopyNode::default());
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2020-05-03 17:54:30 +00:00
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if config.add_3d_camera {
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2020-06-23 22:58:06 +00:00
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self.add_system_node(node::CAMERA, CameraNode::new(camera::CAMERA));
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2020-05-03 17:54:30 +00:00
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}
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if config.add_2d_camera {
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2020-06-23 22:58:06 +00:00
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self.add_system_node(node::CAMERA2D, CameraNode::new(camera::CAMERA2D));
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2020-05-03 17:54:30 +00:00
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}
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2020-06-17 05:23:33 +00:00
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self.add_node(node::SHARED_BUFFERS, SharedBuffersNode::default());
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2020-05-11 16:01:31 +00:00
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if config.add_main_depth_texture {
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2020-05-14 00:35:48 +00:00
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self.add_node(
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node::MAIN_DEPTH_TEXTURE,
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WindowTextureNode::new(
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WindowReference::Primary,
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TextureDescriptor {
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size: Extent3d {
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depth: 1,
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width: 1,
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height: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: TextureDimension::D2,
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format: TextureFormat::Depth32Float, // PERF: vulkan docs recommend using 24 bit depth for better performance
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usage: TextureUsage::OUTPUT_ATTACHMENT,
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},
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),
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);
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2020-05-11 16:01:31 +00:00
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}
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2020-05-03 17:54:30 +00:00
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2020-05-11 16:01:31 +00:00
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if config.add_main_pass {
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2020-05-14 00:35:48 +00:00
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self.add_node(
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node::MAIN_PASS,
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2020-06-10 06:16:48 +00:00
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MainPassNode::new(PassDescriptor {
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color_attachments: vec![RenderPassColorAttachmentDescriptor {
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attachment: TextureAttachment::Input("color".to_string()),
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resolve_target: None,
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load_op: LoadOp::Clear,
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store_op: StoreOp::Store,
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clear_color: Color::rgb(0.1, 0.1, 0.1),
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}],
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depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor {
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attachment: TextureAttachment::Input("depth".to_string()),
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depth_load_op: LoadOp::Clear,
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depth_store_op: StoreOp::Store,
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stencil_load_op: LoadOp::Clear,
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stencil_store_op: StoreOp::Store,
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stencil_read_only: false,
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depth_read_only: false,
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clear_depth: 1.0,
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clear_stencil: 0,
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}),
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sample_count: 1,
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}),
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);
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2020-05-18 18:31:11 +00:00
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self.add_node_edge(node::TEXTURE_COPY, node::MAIN_PASS)
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.unwrap();
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2020-06-17 05:23:33 +00:00
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self.add_node_edge(node::SHARED_BUFFERS, node::MAIN_PASS)
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.unwrap();
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2020-05-03 17:54:30 +00:00
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if config.add_3d_camera {
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self.add_node_edge(node::CAMERA, node::MAIN_PASS).unwrap();
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}
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2020-05-06 01:44:32 +00:00
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2020-05-03 17:54:30 +00:00
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if config.add_2d_camera {
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self.add_node_edge(node::CAMERA2D, node::MAIN_PASS).unwrap();
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}
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}
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2020-05-14 00:35:48 +00:00
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self.add_node(
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2020-05-03 17:54:30 +00:00
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node::PRIMARY_SWAP_CHAIN,
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2020-06-04 06:53:00 +00:00
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WindowSwapChainNode::new(WindowReference::Primary),
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2020-05-03 17:54:30 +00:00
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);
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if config.connect_main_pass_to_swapchain {
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self.add_slot_edge(
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node::PRIMARY_SWAP_CHAIN,
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WindowSwapChainNode::OUT_TEXTURE,
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node::MAIN_PASS,
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"color",
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)
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.unwrap();
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}
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2020-05-11 16:01:31 +00:00
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if config.connect_main_pass_to_main_depth_texture {
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self.add_slot_edge(
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node::MAIN_DEPTH_TEXTURE,
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WindowTextureNode::OUT_TEXTURE,
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node::MAIN_PASS,
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"depth",
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)
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.unwrap();
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}
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2020-05-03 17:54:30 +00:00
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self
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}
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}
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