use bevy_asset::Handle;
use bevy_render::{prelude::Shader, render_resource::VertexState};
pub const FULLSCREEN_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(7837534426033940724);
/// uses the [`FULLSCREEN_SHADER_HANDLE`] to output a
/// ```wgsl
/// struct FullscreenVertexOutput {
/// [[builtin(position)]]
/// position: vec4<f32>;
/// [[location(0)]]
/// uv: vec2<f32>;
/// };
/// ```
/// from the vertex shader.
/// The draw call should render one triangle: `render_pass.draw(0..3, 0..1);`
pub fn fullscreen_shader_vertex_state() -> VertexState {
VertexState {
shader: FULLSCREEN_SHADER_HANDLE,
shader_defs: Vec::new(),
entry_point: "fullscreen_vertex_shader".into(),
buffers: Vec::new(),
}
}