#pragma once #include "ShaderTypes.h" #include #include struct RuntimeShaderPassArtifact { std::string passId; std::string fragmentShaderSource; std::vector inputNames; std::string outputName; }; struct RuntimeShaderArtifact { std::string layerId; std::string shaderId; std::string displayName; std::string fragmentShaderSource; std::vector passes; std::string message; std::vector parameterDefinitions; };