3#include <SDL3/SDL_gpu.h>
23 std::filesystem::path
path;
50 {
return entrypoint_; }
59 const char* entrypoint_{
"main"};
static std::expected< World3DShaderSet, World3DShaderError > load(SDL_GPUDevice *device, const std::filesystem::path &shaderDirectory, bool modernPBR=false)
SDL_GPUShaderFormat format() const noexcept
const char * entrypoint() const noexcept
World3DShaderSet & operator=(const World3DShaderSet &)=delete
World3DShaderSet(const World3DShaderSet &)=delete
World3DShaderSet()=default
SDL_GPUShader * vertex() const noexcept
SDL_GPUShader * fragment() const noexcept
World3DShaderErrorCode code
std::filesystem::path path