pub fn wrap_user_warp_shader_with_plan(
translated_body: &str,
plan: &TextureBindingPlan,
) -> StringExpand description
Wrap a translated WGSL fragment body for the warp pass into a
complete shader module. Mirror of wrap_user_comp_shader_with_plan
— same uniforms, same texture bindings, same MD2 private-state
declarations — but with a vertex shader that consumes the warp-mesh
WarpVertex (pos_clip + uv_warp) and a fragment that seeds uv
from uv_warp and ret from the previous-frame texture at that UV.
The renderer is expected to bind prev_texture to the
sampler_main_texture slot when running the warp pipeline so the
MD2 convention “sample the previous frame at the warped UV” lands
naturally. Helper functions (GetPixel / GetBlur*) therefore
also read from prev_texture’s view.