/** * @copyright * Copyright 2026 Steven Roussey * All Rights Reserved */ export declare const VERTEX_PRELUDE = "\n@group(0) @binding(0) var src: texture_2d;\n@group(0) @binding(1) var src_sampler: sampler;\n\nstruct VsOut {\n @builtin(position) pos: vec4f,\n @location(0) uv: vec2f,\n};\n\n@vertex\nfn vs(@builtin(vertex_index) vid: u32) -> VsOut {\n let xy = vec2f(f32((vid << 1u) & 2u), f32(vid & 2u));\n var out: VsOut;\n out.pos = vec4f(xy * 2.0 - 1.0, 0.0, 1.0);\n out.uv = vec2f(xy.x, 1.0 - xy.y);\n return out;\n}"; export declare const PASSTHROUGH_SHADER_SRC = "\n@group(0) @binding(0) var src: texture_2d;\n@group(0) @binding(1) var src_sampler: sampler;\n\nstruct VsOut {\n @builtin(position) pos: vec4f,\n @location(0) uv: vec2f,\n};\n\n@vertex\nfn vs(@builtin(vertex_index) vid: u32) -> VsOut {\n let xy = vec2f(f32((vid << 1u) & 2u), f32(vid & 2u));\n var out: VsOut;\n out.pos = vec4f(xy * 2.0 - 1.0, 0.0, 1.0);\n out.uv = vec2f(xy.x, 1.0 - xy.y);\n return out;\n}\n@fragment\nfn fs(in: VsOut) -> @location(0) vec4f {\n return textureSample(src, src_sampler, in.uv);\n}\n"; export interface ShaderCache { get(source: string): GPUShaderModule; } export declare function createShaderCache(device: GPUDevice): ShaderCache; export declare function getShaderCache(device: GPUDevice): ShaderCache; //# sourceMappingURL=shaderRegistry.browser.d.ts.map