Search across packages, versions, files, declarations, and comments. Use multiple terms to narrow results (AND), and add @vertex, @fragment, or @compute to filter by shader stage.

Bindings

globals

#
@group(0)
@binding(0)
var<uniform> globals: Globals

view

#
@group(0)
@binding(1)
var<uniform> view: View

Structures

VertexOutput

#
struct VertexOutput {
@builtin(position)
position: vec4<f32> ,
@location(0)
uv: vec2<f32> ,
@location(1)
normal: vec3<f32> ,
}

PrimitiveInput

#
struct PrimitiveInput {
@per_primitive()
@location(3)
colorMask: vec4<f32> ,
}

TaskPayload

#

TaskPayload should be kept very small, if you use it at all.

struct TaskPayload {
colorMask: vec4<f32> ,
}
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