pub struct DeferredOpaquePass3dPbrLightingNode;

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impl Default for DeferredOpaquePass3dPbrLightingNode

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fn default() -> DeferredOpaquePass3dPbrLightingNode

Returns the “default value” for a type. Read more
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impl ViewNode for DeferredOpaquePass3dPbrLightingNode

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type ViewQuery = (&'static ViewUniformOffset, &'static ViewLightsUniformOffset, &'static ViewFogUniformOffset, &'static ViewLightProbesUniformOffset, &'static MeshViewBindGroup, &'static ViewTarget, &'static DeferredLightingIdDepthTexture, &'static DeferredLightingPipeline)

The query that will be used on the view entity. It is guaranteed to run on the view entity, so there’s no need for a filter
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fn run( &self, _graph_context: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'_>, (view_uniform_offset, view_lights_offset, view_fog_offset, view_light_probes_offset, mesh_view_bind_group, target, deferred_lighting_id_depth_texture, deferred_lighting_pipeline): QueryItem<'_, Self::ViewQuery>, world: &World ) -> Result<(), NodeRunError>

Runs the graph node logic, issues draw calls, updates the output slots and optionally queues up subgraphs for execution. The graph data, input and output values are passed via the RenderGraphContext.
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fn update(&mut self, _world: &mut World)

Updates internal node state using the current render World prior to the run method.

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impl<T> Any for T
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> FromWorld for T
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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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