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0.16.1
0.15.0
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0.16.0
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custom_material.wesl
Save
Bindings
material
#
@
group
(
2
)
@
binding
(
0
)
var
<
uniform
>
material:
CustomMaterial
Structures
VertexOutput
#
struct
VertexOutput
{
@
builtin
(
position
)
position:
vec4
<
f32
>,
@
location
(
2
)
uv:
vec2
<
f32
>,
}
CustomMaterial
#
struct
CustomMaterial
{
time:
vec4
<
f32
>,
}
Functions
fragment
#
@fragment
Calculates the final color of each pixel on the screen
fn
fragment
(
mesh:
VertexOutput
)
->
@
location
(
0
)
vec4
<
f32
>
Contents
Bindings
material
Structures
VertexOutput
CustomMaterial
Functions
fragment