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Bindings

settings

#
@group(#{MATERIAL_BIND_GROUP})
@binding(0)
var<uniform> settings: ShowPrepassSettings

Structures

ShowPrepassSettings

#
struct ShowPrepassSettings {
show_depth: u32,
show_normals: u32,
show_motion_vectors: u32,
padding_1: u32,
padding_2: u32,
}

Functions

fragment

#
@fragment
Calculates the final color of each pixel on the screen
fn fragment (
@builtin(sample_index)
sample_index: u32,
) ->
@location(0)
vec4<f32>
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