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post_processing.wgsl

Bindings

Name Group Binding index Binding type Type
screen_texture # 0 0 texture_2d<f32>
texture_sampler # 0 1 sampler
settings # 0 2 <uniform> PostProcessSettings

Structures

PostProcessSettings

#
Name Type Shader Def
intensity f32
_webgl2_padding vec3<f32> 🟢 SIXTEEN_BYTE_ALIGNMENT

Functions

fragment

#
@fragment
fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32>
Parameter Type
in FullscreenVertexOutput
Returns: @location(0) vec4<f32>