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resolve_render_targets.wgsl

Bindings

meshlet_visibility_buffer

#

Shader defs requirments:

🟢 MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT

@group(0)
@binding(0)
var meshlet_visibility_buffer: texture_storage_2d<r64uint, read>

meshlet_visibility_buffer

#

Shader defs requirments:

šŸ”“ MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT

@group(0)
@binding(0)
var meshlet_visibility_buffer: texture_storage_2d<r32uint, read>

meshlet_cluster_instance_ids

#
@group(0)
@binding(1)
var<storage, read> meshlet_cluster_instance_ids: array<u32>

meshlet_instance_material_ids

#
@group(0)
@binding(2)
var<storage, read> meshlet_instance_material_ids: array<u32>

Functions

resolve_depth

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

This pass writes out the depth texture.

fn resolve_depth ( ) ->
@builtin(frag_depth)
f32

resolve_material_depth

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

Shader defs requirments:

🟢 MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT

fn resolve_material_depth ( ) ->
@builtin(frag_depth)
f32