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pbr_bindings.wgsl

Import path

Bindings

material_indices

#

Shader defs requirments:

🟢 BINDLESS

@group(2)
@binding(0)
var<storage> material_indices: array<StandardMaterialBindings>

material_array

#

Shader defs requirments:

🟢 BINDLESS

@group(2)
@binding(10)
var<storage> material_array: array<StandardMaterial>

material

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(0)
var<uniform> material: StandardMaterial

base_color_texture

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(1)
var base_color_texture: texture_2d<f32>

base_color_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(2)
var base_color_sampler: sampler

emissive_texture

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(3)
var emissive_texture: texture_2d<f32>

emissive_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(4)
var emissive_sampler: sampler

metallic_roughness_texture

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(5)
var metallic_roughness_texture: texture_2d<f32>

metallic_roughness_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(6)
var metallic_roughness_sampler: sampler

occlusion_texture

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(7)
var occlusion_texture: texture_2d<f32>

occlusion_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(8)
var occlusion_sampler: sampler

normal_map_texture

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(9)
var normal_map_texture: texture_2d<f32>

normal_map_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(10)
var normal_map_sampler: sampler

depth_map_texture

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(11)
var depth_map_texture: texture_2d<f32>

depth_map_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS

@group(2)
@binding(12)
var depth_map_sampler: sampler

anisotropy_texture

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_ANISOTROPY_TEXTURE_SUPPORTED

@group(2)
@binding(13)
var anisotropy_texture: texture_2d<f32>

anisotropy_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_ANISOTROPY_TEXTURE_SUPPORTED

@group(2)
@binding(14)
var anisotropy_sampler: sampler

specular_transmission_texture

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_TRANSMISSION_TEXTURES_SUPPORTED

@group(2)
@binding(15)
var specular_transmission_texture: texture_2d<f32>

specular_transmission_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_TRANSMISSION_TEXTURES_SUPPORTED

@group(2)
@binding(16)
var specular_transmission_sampler: sampler

thickness_texture

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_TRANSMISSION_TEXTURES_SUPPORTED

@group(2)
@binding(17)
var thickness_texture: texture_2d<f32>

thickness_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_TRANSMISSION_TEXTURES_SUPPORTED

@group(2)
@binding(18)
var thickness_sampler: sampler

diffuse_transmission_texture

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_TRANSMISSION_TEXTURES_SUPPORTED

@group(2)
@binding(19)
var diffuse_transmission_texture: texture_2d<f32>

diffuse_transmission_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_TRANSMISSION_TEXTURES_SUPPORTED

@group(2)
@binding(20)
var diffuse_transmission_sampler: sampler

clearcoat_texture

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED

@group(2)
@binding(21)
var clearcoat_texture: texture_2d<f32>

clearcoat_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED

@group(2)
@binding(22)
var clearcoat_sampler: sampler

clearcoat_roughness_texture

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED

@group(2)
@binding(23)
var clearcoat_roughness_texture: texture_2d<f32>

clearcoat_roughness_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED

@group(2)
@binding(24)
var clearcoat_roughness_sampler: sampler

clearcoat_normal_texture

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED

@group(2)
@binding(25)
var clearcoat_normal_texture: texture_2d<f32>

clearcoat_normal_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_MULTI_LAYER_MATERIAL_TEXTURES_SUPPORTED

@group(2)
@binding(26)
var clearcoat_normal_sampler: sampler

specular_texture

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_SPECULAR_TEXTURES_SUPPORTED

@group(2)
@binding(27)
var specular_texture: texture_2d<f32>

specular_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_SPECULAR_TEXTURES_SUPPORTED

@group(2)
@binding(28)
var specular_sampler: sampler

specular_tint_texture

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_SPECULAR_TEXTURES_SUPPORTED

@group(2)
@binding(29)
var specular_tint_texture: texture_2d<f32>

specular_tint_sampler

#

Shader defs requirments:

šŸ”“ BINDLESS, 🟢 PBR_SPECULAR_TEXTURES_SUPPORTED

@group(2)
@binding(30)
var specular_tint_sampler: sampler

Structures

StandardMaterialBindings

#
struct StandardMaterialBindings {
material: u32 , 🟢 BINDLESS
base_color_texture: u32 , 🟢 BINDLESS
base_color_sampler: u32 , 🟢 BINDLESS
emissive_texture: u32 , 🟢 BINDLESS
emissive_sampler: u32 , 🟢 BINDLESS
metallic_roughness_texture: u32 , 🟢 BINDLESS
metallic_roughness_sampler: u32 , 🟢 BINDLESS
occlusion_texture: u32 , 🟢 BINDLESS
occlusion_sampler: u32 , 🟢 BINDLESS
normal_map_texture: u32 , 🟢 BINDLESS
normal_map_sampler: u32 , 🟢 BINDLESS
depth_map_texture: u32 , 🟢 BINDLESS
depth_map_sampler: u32 , 🟢 BINDLESS
anisotropy_texture: u32 , 🟢 BINDLESS
anisotropy_sampler: u32 , 🟢 BINDLESS
specular_transmission_texture: u32 , 🟢 BINDLESS
specular_transmission_sampler: u32 , 🟢 BINDLESS
thickness_texture: u32 , 🟢 BINDLESS
thickness_sampler: u32 , 🟢 BINDLESS
diffuse_transmission_texture: u32 , 🟢 BINDLESS
diffuse_transmission_sampler: u32 , 🟢 BINDLESS
clearcoat_texture: u32 , 🟢 BINDLESS
clearcoat_sampler: u32 , 🟢 BINDLESS
clearcoat_roughness_texture: u32 , 🟢 BINDLESS
clearcoat_roughness_sampler: u32 , 🟢 BINDLESS
clearcoat_normal_texture: u32 , 🟢 BINDLESS
clearcoat_normal_sampler: u32 , 🟢 BINDLESS
specular_texture: u32 , 🟢 BINDLESS
specular_sampler: u32 , 🟢 BINDLESS
specular_tint_texture: u32 , 🟢 BINDLESS
specular_tint_sampler: u32 , 🟢 BINDLESS
}