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motion_vector_correctness_gate.wgsl

Bindings

frame

#
@group(#{MATERIAL_BIND_GROUP})
@binding(0)
var<uniform> frame: vec4<f32>

anchor

#
@group(#{MATERIAL_BIND_GROUP})
@binding(1)
var<uniform> anchor: vec4<f32>

Functions

fragment

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