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deferred_lighting.wgsl

Bindings

depth_id

#
@group(1)
@binding(0)
var<uniform> depth_id: PbrDeferredLightingDepthId

Structures

FullscreenVertexOutput

#
struct FullscreenVertexOutput {
@builtin(position)
position: vec4<f32> ,
@location(0)
uv: vec2<f32> ,
}

PbrDeferredLightingDepthId

#
struct PbrDeferredLightingDepthId {
depth_id: u32 ,
_webgl2_padding_0: f32 , 🟢 SIXTEEN_BYTE_ALIGNMENT
_webgl2_padding_1: f32 , 🟢 SIXTEEN_BYTE_ALIGNMENT
_webgl2_padding_2: f32 , 🟢 SIXTEEN_BYTE_ALIGNMENT
}

Functions

vertex

#
@vertex
Processes each 3D point in a model before it's drawn
fn vertex (
@builtin(vertex_index)
vertex_index: u32
) -> FullscreenVertexOutput

fragment

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