pub mod camera; pub mod shader; pub mod mesh; mod forward; mod shadow; mod light; mod pass; pub use forward::{ForwardPass, ForwardUniforms}; pub use shadow::ShadowPass; pub use light::*; pub use shader::*; pub use pass::*; use wgpu::BindGroup; pub struct UniformBuffer { pub buffer: wgpu::Buffer, pub size: u64, } pub struct Rendered { pub bind_group: Option, }