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bindless_material.wgsl

Bindings

materials

#

Shader defs requirments:

🟢 BINDLESS

@group(2)
@binding(0)
var<storage> materials: array<MaterialBindings>

material_color

#

Shader defs requirments:

🟢 BINDLESS

@group(2)
@binding(10)
var<storage> material_color: binding_array<Color>

material_color

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(0)
var<uniform> material_color: Color

material_color_texture

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(1)
var material_color_texture: texture_2d<f32>

material_color_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(2)
var material_color_sampler: sampler

Structures

Color

#
struct Color {
base_color: vec4<f32> ,
}

MaterialBindings

#

This structure is a mapping from bindless index to the index in the appropriate slab

struct MaterialBindings {
material: u32 ,
color_texture: u32 ,
color_texture_sampler: u32 ,
}

Functions

fragment

#
@fragment
Calculates the final color of each pixel on the screen
fn fragment ( ) ->
@location(0)
vec4<f32>