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›
bindless_material.wesl
Save
Bindings
materials
#
@
group
(
constants::MATERIAL_BIND_GROUP
)
@
binding
(
0
)
var
<
storage
>
materials:
array
<
MaterialBindings
>
material_color
#
@
group
(
constants::MATERIAL_BIND_GROUP
)
@
binding
(
10
)
var
<
storage
>
material_color:
binding_array<
Color
>
@
group
(
constants::MATERIAL_BIND_GROUP
)
@
binding
(
0
)
var
<
uniform
>
material_color:
Color
material_color_texture
#
@
group
(
constants::MATERIAL_BIND_GROUP
)
@
binding
(
1
)
var
material_color_texture:
texture_2d
<
f32
>
material_color_sampler
#
@
group
(
constants::MATERIAL_BIND_GROUP
)
@
binding
(
2
)
var
material_color_sampler:
sampler
Structures
Color
#
struct
Color
{
base_color:
vec4
<
f32
>
,
}
MaterialBindings
#
This structure is a mapping from bindless index to the index in the appropriate slab
struct
MaterialBindings
{
material:
u32
,
color_texture:
u32
,
color_texture_sampler:
u32
,
}
Functions
fragment
#
@fragment
Calculates the final color of each pixel on the screen
fn
fragment
(
in:
VertexOutput
)
->
@
location
(
0
)
vec4
<
f32
>
Contents
Bindings
materials
material_color
material_color_texture
material_color_sampler
Structures
Color
MaterialBindings
Functions
fragment
This structure is a mapping from bindless index to the index in the appropriate slab