Path: blob/main/release-content/migration-guides/fullscreen_shader_resource.md
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FULLSCREEN_SHADER_HANDLE
and fullscreen_shader_vertex_state
have been replaced by the FullscreenShader
resource. Users of either of these will need to call FullscreenShader::shader
or FullscreenShader::to_vertex_state
respectively. You may need to clone FullscreenShader
out of the render world to store an instance that you can use later (e.g., if you are attempting to use the fullscreen shader inside a SpecializedRenderPipeline
implementation).
For example, if your previous code looked like this:
You can migrate your code to:
This is just one example. Pipelines may be initialized in different ways, but the primary strategy is clone out the FullscreenShader
resource from the render world, and call to_vertex_state
to use it as the vertex shader.