use bevy_render::pass::{ LoadOp, PassDescriptor, RenderPassColorAttachmentDescriptor, RenderPassDepthStencilAttachmentDescriptor, StoreOp, TextureAttachment, }; use bevy_render::Color; pub fn build_main_pass() -> PassDescriptor { PassDescriptor { color_attachments: vec![RenderPassColorAttachmentDescriptor { attachment: TextureAttachment::Input("color".to_string()), resolve_target: None, load_op: LoadOp::Clear, store_op: StoreOp::Store, clear_color: Color::rgb(0.1, 0.1, 0.1), }], depth_stencil_attachment: Some(RenderPassDepthStencilAttachmentDescriptor { attachment: TextureAttachment::Input("depth".to_string()), depth_load_op: LoadOp::Clear, depth_store_op: StoreOp::Store, stencil_load_op: LoadOp::Clear, stencil_store_op: StoreOp::Store, clear_depth: 1.0, clear_stencil: 0, }), sample_count: 1, } }