pub struct ShadowPassNode { /* private fields */ }

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impl ShadowPassNode

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pub fn new(world: &mut World) -> Self

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impl Node for ShadowPassNode

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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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fn run<'w>( &self, graph: &mut RenderGraphContext<'_>, render_context: &mut RenderContext<'w>, world: &'w 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 input(&self) -> Vec<SlotInfo>

Specifies the required input slots for this node. They will then be available during the run method inside the RenderGraphContext.
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fn output(&self) -> Vec<SlotInfo>

Specifies the produced output slots for this node. They can then be passed one inside RenderGraphContext during 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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