Advanced search tips: use spaces to require multiple terms (AND), | for alternatives (OR), wrap phrases in quotes (="a b"), =term for exact match, 'term to include, !term to exclude, ^term to match prefix, !^term to exclude prefix, .ext$ to match suffix, and !.ext$ to exclude suffix.

motion_prepass.wgsl

Bindings

aqua_previous_displacement

#
@group(4)
@binding(0)
var aqua_previous_displacement: texture_2d_array<f32>

aqua_previous_sampler

#
@group(4)
@binding(1)
var aqua_previous_sampler: sampler

aqua_previous_frame

#
@group(4)
@binding(2)
var<uniform> aqua_previous_frame: AquaPreviousFrame

prepass_globals

#
@group(0)
@binding(1)
var<uniform> prepass_globals: Globals

Structures

AquaPreviousFrame

#

Retained AnimWaves output and the exact layout/time/flow that produced it.

struct AquaPreviousFrame {
previous_layout: CascadeLayout ,
time: vec4<f32> ,
flow: vec4<f32> ,
valid: vec4<f32> ,
}

Functions

previous_direct_displacement

#
fn previous_direct_displacement (
world_xz: vec2<f32>
lod: u32
) -> vec3<f32>

previous_near_displacement

#
fn previous_near_displacement (
world_xz: vec2<f32>
lod: u32
alpha: f32
) -> vec3<f32>

previous_far_displacement

#
fn previous_far_displacement (
world_xz: vec2<f32>
) -> vec3<f32>

vertex

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

fragment

#
@fragment
Calculates the final color of each pixel on the screen
fn fragment ( ) -> FragmentOutput