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#pragma once
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#include "Component/Transform.h"
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#include "Graphics/Descriptor.h"
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#include "Graphics/Initializer.h"
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#include "Graphics/RenderPass/RenderPass.h"
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#include "MinimalEngine.h"
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class FluidRenderPass : public Seele::RenderPass {
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public:
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FluidRenderPass(Seele::Gfx::PGraphics graphics);
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virtual ~FluidRenderPass() override;
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virtual void beginFrame(const Seele::Component::Camera &camera, const Seele::Component::Transform &transform) override;
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virtual void render() override;
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virtual void endFrame() override;
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virtual void publishOutputs() override;
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virtual void createRenderPass() override;
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private:
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Seele::Gfx::RenderTargetAttachment colorAttachment;
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Seele::Gfx::RenderTargetAttachment depthAttachment;
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Seele::Gfx::OTexture2D depthTexture;
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Seele::Gfx::OPipelineLayout pipelineLayout;
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Seele::Gfx::ODescriptorLayout descriptorLayout;
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Seele::Gfx::ODescriptorSet descriptorSet;
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Seele::Gfx::OVertexShader vertexShader;
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Seele::Gfx::OFragmentShader fragmentShader;
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Seele::Gfx::PGraphicsPipeline pipeline;
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Seele::Gfx::PShaderBuffer densityBuffer;
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};
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DEFINE_REF(FluidRenderPass)
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