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wren
Vulkan-based game engine
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A render pass can be built with a shader and a render target. A shorthand can be used for specifying the swapchain as the render target, maybe by omitting the target. When adding a new pass, by default the 'input' will be the last pass's target. A render pass needs to have a single output image. We should be able to swap out the currently acquired swapchain image for the last render pass.