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visibility_buffer_hardware_raster.wgsl

Structures

VertexOutput

#
struct VertexOutput {
@builtin(position)
position: vec4<f32> ,
@location(0)
@interpolate(flat)
packed_ids: u32 , 🟢 MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
}

Functions

vertex

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

fragment

#
@fragment
Calculates the final color of each pixel on the screen
fn fragment (
vertex_output: VertexOutput
)

dummy_vertex

#
fn dummy_vertex () -> VertexOutput

divide

#

Naga doesn’t allow divide by zero literals, but this lets us work around it

fn divide ( ) -> f32