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show_prepass.wgsl

Bindings

settings

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

Structures

ShowPrepassSettings

#
struct ShowPrepassSettings {
show_depth: u32 ,
show_normals: u32 ,
show_motion_vectors: u32 ,
padding_1: u32 ,
padding_2: u32 ,
}

Functions

fragment

#
@fragment
Calculates the final color of each pixel on the screen
fn fragment (
@builtin(sample_index)
sample_index: u32
) ->
@location(0)
vec4<f32>