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post_processing.wgsl

Bindings

screen_texture

#
@group(0)
@binding(0)
var screen_texture: texture_2d<f32>

texture_sampler

#
@group(0)
@binding(1)
var texture_sampler: sampler

settings

#
@group(0)
@binding(2)
var<uniform> settings: PostProcessSettings

Structures

PostProcessSettings

#
struct PostProcessSettings {
intensity: f32 ,
_webgl2_padding: vec3<f32> , 🟢 SIXTEEN_BYTE_ALIGNMENT
}

Functions

fragment

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