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motion_blur.wgsl

Bindings

screen_texture

#

Shader defs requirments:

🟢 MULTISAMPLED

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

motion_vectors

#

Shader defs requirments:

🟢 MULTISAMPLED

@group(0)
@binding(1)
var motion_vectors: texture_multisampled_2d<f32>

depth

#

Shader defs requirments:

🟢 MULTISAMPLED

@group(0)
@binding(2)
var depth: texture_depth_multisampled_2d

screen_texture

#

Shader defs requirments:

šŸ”“ MULTISAMPLED

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

motion_vectors

#

Shader defs requirments:

šŸ”“ MULTISAMPLED

@group(0)
@binding(1)
var motion_vectors: texture_2d<f32>

depth

#

Shader defs requirments:

šŸ”“ MULTISAMPLED

@group(0)
@binding(2)
var depth: texture_depth_2d

texture_sampler

#
@group(0)
@binding(3)
var texture_sampler: sampler

settings

#
@group(0)
@binding(4)
var<uniform> settings: MotionBlur

globals

#
@group(0)
@binding(5)
var<uniform> globals: Globals

Structures

MotionBlur

#
struct MotionBlur {
shutter_angle: f32 ,
samples: u32 ,
_webgl2_padding: vec2<f32> , 🟢 SIXTEEN_BYTE_ALIGNMENT
}

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>