resolve_render_targets.wgsl

Bindings
Shader defs requirments:
š¢ MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
@group(0)
@binding(0)
var
meshlet_visibility_buffer:
texture_storage_2d<r64uint, read>
Shader defs requirments:
š“ MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
@group(0)
@binding(0)
var
meshlet_visibility_buffer:
texture_storage_2d<r32uint, read>
Functions
@fragment
Calculates the final color of each pixel on the screen
@fragment
Calculates the final color of each pixel on the screen
Shader defs requirments:
š¢ MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
This pass writes out the depth texture.