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show_prepass.wesl
Save
Bindings
settings
#
@
group
(
constants::MATERIAL_BIND_GROUP
)
@
binding
(
0
)
var
<
uniform
>
settings:
ShowPrepassSettings
Structures
ShowPrepassSettings
#
struct
ShowPrepassSettings
{
show_depth:
u32
,
show_normals:
u32
,
show_motion_vectors:
u32
,
padding_1:
u32
,
padding_2:
u32
,
}
Functions
fragment
#
@fragment
Calculates the final color of each pixel on the screen
fn
fragment
(
@
if
(
MULTISAMPLED
)
@
builtin
(
sample_index
)
sample_index:
u32
,
mesh:
VertexOutput
)
->
@
location
(
0
)
vec4
<
f32
>
Contents
Bindings
settings
Structures
ShowPrepassSettings
Functions
fragment