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render_sky.wgsl

Bindings

depth_texture

#

Shader defs requirments:

🟢 MULTISAMPLED

@group(0)
@binding(13)
var depth_texture: texture_depth_multisampled_2d

depth_texture

#

Shader defs requirments:

šŸ”“ MULTISAMPLED

@group(0)
@binding(13)
var depth_texture: texture_depth_2d

Structures

RenderSkyOutput

#
struct RenderSkyOutput {
@location(0)
inscattering: vec4<f32> ,
@location(0)
@second_blend_sourcetransmittance: vec4<f32> ,
}

Functions

main

#
@fragment
Calculates the final color of each pixel on the screen