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

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