visibility_buffer_resolve.wgsl

Import path
Structures
struct
VertexOutput
{
}
motion_vector:
vec2<f32>
,
š¢
MESHLET_MESH_MATERIAL_PASS,
š¢
PREPASS_FRAGMENT,
š¢
MOTION_VECTOR_PREPASS

Functions
Shader defs requirments:
š¢ MESHLET_MESH_MATERIAL_PASS
fn
compute_partial_derivatives
(
vertex_world_positions:
array<vec4<f32>,3>
,

ndc_uv:
vec2<f32>
,

half_screen_size:
vec2<f32>
)
->
PartialDerivatives

Shader defs requirments:
š¢ MESHLET_MESH_MATERIAL_PASS
Load the visibility buffer texture and resolve it into a VertexOutput.
Shader defs requirments:
š¢ MESHLET_MESH_MATERIAL_PASS
Shader defs requirments:
š¢ MESHLET_MESH_MATERIAL_PASS
fn
normal_local_to_world
(
vertex_normal:
vec3<f32>
,

instance_uniform:
ptr<function,Mesh>
)
->
vec3<f32>


Shader defs requirments:
š¢ MESHLET_MESH_MATERIAL_PASS
https://github.com/ConfettiFX/The-Forge/blob/9d43e69141a9cd0ce2ce2d2db5122234d3a2d5b5/Common_3/Renderer/VisibilityBuffer2/Shaders/FSL/vb_shading_utilities.h.fsl#L90-L150