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single_mip_level.wgsl

Bindings

mip_level

#
@group(#{MATERIAL_BIND_GROUP})
@binding(0)
var<uniform> mip_level: u32

base_color_texture

#
@group(#{MATERIAL_BIND_GROUP})
@binding(1)
var base_color_texture: texture_2d<f32>

base_color_sampler

#
@group(#{MATERIAL_BIND_GROUP})
@binding(2)
var base_color_sampler: sampler

Functions

fragment

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