motion_prepass.wgsl
Bindings
aqua_previous_displacement
#@group(4)
@binding(0)
var
aqua_previous_displacement:
texture_2d_array<f32>
aqua_previous_sampler
#aqua_previous_frame
#prepass_globals
#Structures
AquaPreviousFrame
#
struct
AquaPreviousFrame
{
}
Functions
previous_direct_displacement
#previous_near_displacement
#previous_far_displacement
#vertex
#
@vertex
Processes each 3D point in a model before it's drawn
fragment
#
@fragment
Calculates the final color of each pixel on the screen
Retained AnimWaves output and the exact layout/time/flow that produced it.