// Passthrough effect v2 - simple copy input to output #pragma once #include "effects/shaders.h" #include "gpu/wgsl_effect.h" struct Passthrough : public WgslEffect { Passthrough(const GpuContext& ctx, const std::vector& inputs, const std::vector& outputs, float start_time, float end_time) : WgslEffect(ctx, inputs, outputs, start_time, end_time, passthrough_shader_wgsl) {} };