package tgraph import ( "zworld/engine/render/graph" "zworld/engine/render/pass" "zworld/engine/renderapi/vulkan" ) func Renderer(app vulkan.App, target vulkan.Target) graph.T { return graph.New(app, target, func(g graph.T, output vulkan.Target) []graph.Resource { size := output.Size() // allocate main depth buffer depth := vulkan.NewDepthTarget(app.Device(), "main-depth", size) // create geometry buffer gbuffer, err := pass.NewGbuffer(app.Device(), size) if err != nil { panic(err) } // depth pre-pass g.Node(NewPass(app, depth, gbuffer)) return []graph.Resource{ depth, gbuffer, } }) }