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mesh_types.wgsl

Import path

Constants

MESH_FLAGS_VISIBILITY_RANGE_INDEX_BITS

#
const MESH_FLAGS_VISIBILITY_RANGE_INDEX_BITS: u32 = 65535u

MESH_FLAGS_NO_FRUSTUM_CULLING_BIT

#
const MESH_FLAGS_NO_FRUSTUM_CULLING_BIT: u32 = 268435456u

MESH_FLAGS_SHADOW_RECEIVER_BIT

#
const MESH_FLAGS_SHADOW_RECEIVER_BIT: u32 = 536870912u

MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT

#
const MESH_FLAGS_TRANSMITTED_SHADOW_RECEIVER_BIT: u32 = 1073741824u

MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT

#
const MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT: u32 = 2147483648u

Structures

Mesh

#
struct Mesh {
world_from_local: mat3x4<f32> ,
previous_world_from_local: mat3x4<f32> ,
local_from_world_transpose_a: mat2x4<f32> ,
local_from_world_transpose_b: f32 ,
flags: u32 ,
lightmap_uv_rect: vec2<u32> ,
first_vertex_index: u32 ,
current_skin_index: u32 ,
material_and_lightmap_bind_group_slot: u32 ,
tag: u32 ,
pad: u32 ,
}

SkinnedMesh

#
struct SkinnedMesh {
data: array<mat4x4<f32>,256u> , 🟢 SKINNED
}

MorphWeights

#
struct MorphWeights {
weights: array<vec4<f32>,16u> , 🟢 MORPH_TARGETS
}