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// Scene1 effect - raymarching cube & sphere scene
#pragma once
#include "gpu/camera_params.h"
#include "gpu/effect.h"
#include "gpu/uniform_helper.h"
#include "gpu/wgpu_resource.h"
class Scene1 : public Effect {
public:
Scene1(const GpuContext& ctx, const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs, float start_time,
float end_time);
void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params,
NodeRegistry& nodes) override;
private:
RenderPipeline pipeline_;
BindGroup bind_group_;
UniformBuffer<CameraParams> camera_params_;
};
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