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sprite.wgsl

Bindings

sprite_texture

#
@group(1)
@binding(0)
var sprite_texture: texture_2d<f32>

sprite_sampler

#
@group(1)
@binding(1)
var sprite_sampler: sampler

Structures

VertexInput

#
struct VertexInput {
@builtin(vertex_index)
index: u32 ,
@location(0)
i_model_transpose_col0: vec4<f32> ,
@location(1)
i_model_transpose_col1: vec4<f32> ,
@location(2)
i_model_transpose_col2: vec4<f32> ,
@location(3)
i_color: vec4<f32> ,
@location(4)
i_uv_offset_scale: vec4<f32> ,
}

VertexOutput

#
struct VertexOutput {
@builtin(position)
clip_position: vec4<f32> ,
@location(0)
uv: vec2<f32> ,
@location(1)
@interpolate(flat)
color: vec4<f32> ,
}

Functions

vertex

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

fragment

#
@fragment
Calculates the final color of each pixel on the screen
fn fragment ( ) ->
@location(0)
vec4<f32>