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line_material.wesl
Save
Bindings
material
#
@
group
(
constants::MATERIAL_BIND_GROUP
)
@
binding
(
0
)
var
<
uniform
>
material:
LineMaterial
Structures
LineMaterial
#
struct
LineMaterial
{
color:
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
LineMaterial
Functions
fragment