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mesh_view_bindings.wgsl

Import path

Constants

VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE

#
const VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE: u32 = 64u

Bindings

view

#
@group(0)
@binding(0)
var<uniform> view: View

lights

#
@group(0)
@binding(1)
var<uniform> lights: Lights

point_shadow_textures

#

Shader defs requirments:

🟢 NO_CUBE_ARRAY_TEXTURES_SUPPORT

@group(0)
@binding(2)
var point_shadow_textures: texture_depth_cube

point_shadow_textures

#

Shader defs requirments:

šŸ”“ NO_CUBE_ARRAY_TEXTURES_SUPPORT

@group(0)
@binding(2)
var point_shadow_textures: texture_depth_cube_array

point_shadow_textures_comparison_sampler

#
@group(0)
@binding(3)
var point_shadow_textures_comparison_sampler: sampler_comparison

point_shadow_textures_linear_sampler

#

Shader defs requirments:

🟢 PCSS_SAMPLERS_AVAILABLE

@group(0)
@binding(4)
var point_shadow_textures_linear_sampler: sampler

directional_shadow_textures

#

Shader defs requirments:

🟢 NO_ARRAY_TEXTURES_SUPPORT

@group(0)
@binding(5)
var directional_shadow_textures: texture_depth_2d

directional_shadow_textures

#

Shader defs requirments:

šŸ”“ NO_ARRAY_TEXTURES_SUPPORT

@group(0)
@binding(5)
var directional_shadow_textures: texture_depth_2d_array

directional_shadow_textures_comparison_sampler

#
@group(0)
@binding(6)
var directional_shadow_textures_comparison_sampler: sampler_comparison

directional_shadow_textures_linear_sampler

#

Shader defs requirments:

🟢 PCSS_SAMPLERS_AVAILABLE

@group(0)
@binding(7)
var directional_shadow_textures_linear_sampler: sampler

clusterable_objects

#
@group(0)
@binding(8)
var<storage> clusterable_objects: ClusterableObjects

clusterable_object_index_lists

#
@group(0)
@binding(9)
var<storage> clusterable_object_index_lists: ClusterLightIndexLists

cluster_offsets_and_counts

#
@group(0)
@binding(10)
var<storage> cluster_offsets_and_counts: ClusterOffsetsAndCounts

clusterable_objects

#
@group(0)
@binding(8)
var<uniform> clusterable_objects: ClusterableObjects

clusterable_object_index_lists

#
@group(0)
@binding(9)
var<uniform> clusterable_object_index_lists: ClusterLightIndexLists

cluster_offsets_and_counts

#
@group(0)
@binding(10)
var<uniform> cluster_offsets_and_counts: ClusterOffsetsAndCounts

globals

#
@group(0)
@binding(11)
var<uniform> globals: Globals

fog

#
@group(0)
@binding(12)
var<uniform> fog: Fog

light_probes

#
@group(0)
@binding(13)
var<uniform> light_probes: LightProbes

visibility_ranges

#
@group(0)
@binding(14)
var<storage> visibility_ranges: array<vec4<f32>>

visibility_ranges

#
@group(0)
@binding(14)
var<uniform> visibility_ranges: array<vec4<f32>, VISIBILITY_RANGE_UNIFORM_BUFFER_SIZE>

ssr_settings

#
@group(0)
@binding(15)
var<uniform> ssr_settings: ScreenSpaceReflectionsSettings

screen_space_ambient_occlusion_texture

#
@group(0)
@binding(16)
var screen_space_ambient_occlusion_texture: texture_2d<f32>

diffuse_environment_maps

#

Shader defs requirments:

🟢 MULTIPLE_LIGHT_PROBES_IN_ARRAY

@group(0)
@binding(17)
var diffuse_environment_maps: binding_array<texture_cube<f32>, 8u>

specular_environment_maps

#

Shader defs requirments:

🟢 MULTIPLE_LIGHT_PROBES_IN_ARRAY

@group(0)
@binding(18)
var specular_environment_maps: binding_array<texture_cube<f32>, 8u>

diffuse_environment_map

#

Shader defs requirments:

šŸ”“ MULTIPLE_LIGHT_PROBES_IN_ARRAY

@group(0)
@binding(17)
var diffuse_environment_map: texture_cube<f32>

specular_environment_map

#

Shader defs requirments:

šŸ”“ MULTIPLE_LIGHT_PROBES_IN_ARRAY

@group(0)
@binding(18)
var specular_environment_map: texture_cube<f32>

environment_map_sampler

#
@group(0)
@binding(19)
var environment_map_sampler: sampler

environment_map_uniform

#
@group(0)
@binding(20)
var<uniform> environment_map_uniform: EnvironmentMapUniform

irradiance_volumes

#

Shader defs requirments:

🟢 IRRADIANCE_VOLUMES_ARE_USABLE, 🟢 MULTIPLE_LIGHT_PROBES_IN_ARRAY

@group(0)
@binding(21)
var irradiance_volumes: binding_array<texture_3d<f32>, 8u>

irradiance_volume

#

Shader defs requirments:

🟢 IRRADIANCE_VOLUMES_ARE_USABLE, šŸ”“ MULTIPLE_LIGHT_PROBES_IN_ARRAY

@group(0)
@binding(21)
var irradiance_volume: texture_3d<f32>

irradiance_volume_sampler

#

Shader defs requirments:

🟢 IRRADIANCE_VOLUMES_ARE_USABLE

@group(0)
@binding(22)
var irradiance_volume_sampler: sampler

clustered_decals

#

Shader defs requirments:

🟢 CLUSTERED_DECALS_ARE_USABLE

@group(0)
@binding(23)
var<storage> clustered_decals: ClusteredDecals

clustered_decal_textures

#

Shader defs requirments:

🟢 CLUSTERED_DECALS_ARE_USABLE

@group(0)
@binding(24)
var clustered_decal_textures: binding_array<texture_2d<f32>, 8u>

clustered_decal_sampler

#

Shader defs requirments:

🟢 CLUSTERED_DECALS_ARE_USABLE

@group(0)
@binding(25)
var clustered_decal_sampler: sampler

dt_lut_texture

#
@group(0)
@binding(26)
var dt_lut_texture: texture_3d<f32>

dt_lut_sampler

#
@group(0)
@binding(27)
var dt_lut_sampler: sampler

depth_prepass_texture

#

Shader defs requirments:

🟢 MULTISAMPLED, 🟢 DEPTH_PREPASS

@group(0)
@binding(28)
var depth_prepass_texture: texture_depth_multisampled_2d

normal_prepass_texture

#

Shader defs requirments:

🟢 MULTISAMPLED, 🟢 NORMAL_PREPASS

@group(0)
@binding(29)
var normal_prepass_texture: texture_multisampled_2d<f32>

motion_vector_prepass_texture

#

Shader defs requirments:

🟢 MULTISAMPLED, 🟢 MOTION_VECTOR_PREPASS

@group(0)
@binding(30)
var motion_vector_prepass_texture: texture_multisampled_2d<f32>

depth_prepass_texture

#

Shader defs requirments:

šŸ”“ MULTISAMPLED, 🟢 DEPTH_PREPASS

@group(0)
@binding(28)
var depth_prepass_texture: texture_depth_2d

normal_prepass_texture

#

Shader defs requirments:

šŸ”“ MULTISAMPLED, 🟢 NORMAL_PREPASS

@group(0)
@binding(29)
var normal_prepass_texture: texture_2d<f32>

motion_vector_prepass_texture

#

Shader defs requirments:

šŸ”“ MULTISAMPLED, 🟢 MOTION_VECTOR_PREPASS

@group(0)
@binding(30)
var motion_vector_prepass_texture: texture_2d<f32>

deferred_prepass_texture

#

Shader defs requirments:

🟢 DEFERRED_PREPASS

@group(0)
@binding(31)
var deferred_prepass_texture: texture_2d<u32>

view_transmission_texture

#
@group(0)
@binding(32)
var view_transmission_texture: texture_2d<f32>

view_transmission_sampler

#
@group(0)
@binding(33)
var view_transmission_sampler: sampler

oit_layers

#

Shader defs requirments:

🟢 OIT_ENABLED

@group(0)
@binding(34)
var<storage, read_write> oit_layers: array<vec2<u32>>

oit_layer_ids

#

Shader defs requirments:

🟢 OIT_ENABLED

@group(0)
@binding(35)
var<storage, read_write> oit_layer_ids: array<atomic<i32>>

oit_settings

#

Shader defs requirments:

🟢 OIT_ENABLED

@group(0)
@binding(36)
var<uniform> oit_settings: OrderIndependentTransparencySettings