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single_mip_level.wesl
Save
Bindings
mip_level
#
@
group
(
constants::MATERIAL_BIND_GROUP
)
@
binding
(
0
)
var
<
uniform
>
mip_level:
u32
base_color_texture
#
@
group
(
constants::MATERIAL_BIND_GROUP
)
@
binding
(
1
)
var
base_color_texture:
texture_2d
<
f32
>
base_color_sampler
#
@
group
(
constants::MATERIAL_BIND_GROUP
)
@
binding
(
2
)
var
base_color_sampler:
sampler
Functions
fragment
#
@fragment
Calculates the final color of each pixel on the screen
fn
fragment
(
mesh:
VertexOutput
)
->
@
location
(
0
)
vec4
<
f32
>
Contents
Bindings
mip_level
base_color_texture
base_color_sampler
Functions
fragment