You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: mod.rs
    path of file: ./repos/Ambient/crates/renderer/src/shaders
    
    the code of the file until where you have to start completion: use std::sync::Arc;

use ambient_gpu::shader_module::{Shader, ShaderModule};
use ambient_gpu_ecs::ENTITIES_BIND_GROUP;
use ambient_native_std::{
    asset_cache::{AssetCache, SyncAssetKey},
    include_file,
};

use crate::{GLOBALS_BIND_GROUP, MATERIAL_BIND_GROUP, PRIMITIVES_BIND_GROUP};

use super::{get_forward_modules, MaterialShader, RendererShader};

pub struct StandardShaderKey {
    pub material_shader: Arc<MaterialShader>,
    pub lit: bool,
    pub shadow_cascades: u32,
}

impl std::fmt::Debug for StandardShaderKey {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        f.debug_struct("StandardShaderKey")
            .field("material_shader", &self.material_shader.id)
            .field("lit", &self.lit)
            .finish()
    }
}

impl SyncAssetKey<Arc<RendererShader>> for StandardShaderKey {
    fn load(&self, assets: AssetCache) -> Arc<RendererShader> {
        let id = format!("standard_shader_{}_{}", self.mate
    
    fn load(&self, assets: AssetCache) -> Arc<RendererShader> {
        let id = format!("standard_shader_{}_{}", self.material_shader.id, self.lit);
        let shader = Shader::new(
            &assets,
            id.clone(),
            &[
                GLOBALS_BIND_GROUP,
                ENTITIES_BIND_GROUP,
                PRIMITIVES_BIND_GROUP,
                MATERIAL_BIND_GROUP,
            ],
            &ShaderModule::new("standard_material", include_file!("standard.wgsl"))
                .with_dependencies(get_forward_modules(&assets, self.shadow_cascades))
                .with_dependency(self.material_shader.shader.clone()),
        )
        .unwrap();

        Arc::new(RendererShader {
            shader,
            id,
            vs_main: "vs_main".to_string(),
            fs_shadow_main: "fs_shadow_main".to_string(),
            fs_forward_main: if self.lit {
                "fs_forward_lit_main".to_string()
            } else {
                "fs_forward_unlit_main".to_string()
            },
            fs_outline_main: "fs_outlines_main".to_string(),
            transparent: false,
            double_sided: false,
            depth_write_enabled: true,
            transparency_group: 0,
        })
    }