anim_waves_combine.wgsl
Constants
LOD_COUNT
#CASCADE_COUNT
#WAVE_COUNT
#Bindings
raw_waves
#@group(0)
@binding(0)
var
raw_waves:
texture_2d_array<f32>
previous
#@group(0)
@binding(1)
var
previous:
texture_2d_array<f32>
linear_sampler
#output
#@group(0)
@binding(3)
var
output:
texture_storage_2d_array<rgba16float, write>
params
#Structures
CascadeParams
#CascadeLayout
#
struct
CascadeLayout
{
}
GerstnerWave
#AnimWavesUniform
#
struct
AnimWavesUniform
{
}
Functions
combine_lod
#main
#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(8, 8, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
Shader defs requirments:
š¢ COMBINE_1
main
#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(8, 8, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
Shader defs requirments:
š¢ COMBINE_2
main
#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(8, 8, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
Shader defs requirments:
š¢ COMBINE_3
main
#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(8, 8, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
Shader defs requirments:
š¢ COMBINE_4
main
#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(8, 8, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
Shader defs requirments:
š¢ COMBINE_0