![]() # Objective - Related to #19024. ## Solution - Remove the `FULLSCREEN_SHADER_HANDLE` `weak_handle` with a resource holding the shader handle. - This also changes us from using `load_internal_asset` to `embedded_asset`/`load_embedded_asset`. - All uses have been migrated to clone the `FullscreenShader` resource and use its `to_vertex_state` method. ## Testing - `anti_aliasing` example still works. - `bloom_3d` example still works. --------- Co-authored-by: charlotte 🌸 <charlotte.c.mcelwain@gmail.com> |
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.. | ||
animate_shader.rs | ||
array_texture.rs | ||
automatic_instancing.rs | ||
compute_shader_game_of_life.rs | ||
custom_phase_item.rs | ||
custom_post_processing.rs | ||
custom_render_phase.rs | ||
custom_shader_instancing.rs | ||
custom_vertex_attribute.rs | ||
extended_material_bindless.rs | ||
extended_material.rs | ||
fallback_image.rs | ||
gpu_readback.rs | ||
shader_defs.rs | ||
shader_material_2d.rs | ||
shader_material_bindless.rs | ||
shader_material_glsl.rs | ||
shader_material_screenspace_texture.rs | ||
shader_material_wesl.rs | ||
shader_material.rs | ||
shader_prepass.rs | ||
specialized_mesh_pipeline.rs | ||
storage_buffer.rs | ||
texture_binding_array.rs |