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cubemap_unlit.wgsl

Bindings

base_color_texture

#

Shader defs requirments:

🟢 CUBEMAP_ARRAY

@group(2)
@binding(0)
var base_color_texture: texture_cube_array<f32>

base_color_texture

#

Shader defs requirments:

šŸ”“ CUBEMAP_ARRAY

@group(2)
@binding(0)
var base_color_texture: texture_cube<f32>

base_color_sampler

#
@group(2)
@binding(1)
var base_color_sampler: sampler

Functions

fragment

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