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›
oit_compatible_custom_material.wesl
Save
Bindings
material_color
#
@
group
(
constants::MATERIAL_BIND_GROUP
)
@
binding
(
0
)
var
<
uniform
>
material_color:
vec4
<
f32
>
Functions
fragment
#
@fragment
Calculates the final color of each pixel on the screen
fn
fragment
(
in:
VertexOutput
)
->
@
location
(
0
)
vec4
<
f32
>
gradient_noise
#
fn
gradient_noise
(
coord:
vec3f
,
scale:
f32
)
->
f32
rand3
#
fn
rand3
(
seed:
vec3u
)
->
vec3f
rand_vec3f
#
fn
rand_vec3f
(
state:
ptr
<function,
u32
>
)
->
vec3
<
f32
>
Contents
Bindings
material_color
Functions
fragment
gradient_noise
rand3
rand_vec3f