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texture_binding_array.wgsl

Bindings

textures

#
@group(2)
@binding(0)
var textures: binding_array<texture_2d<f32>>

nearest_sampler

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

Functions

fragment

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