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Bindings

material

#
@group(constants::MATERIAL_BIND_GROUP)
@binding(20)
var<uniform> material: DissolveMaterial

Structures

DissolveMaterial

#
struct DissolveMaterial {
burn_edge_color: vec4<f32> ,
amount: f32 ,
burn_edge: f32 ,
@if(SIXTEEN_BYTE_ALIGNMENT)
_webgl2_padding_12b: u32 ,
@if(SIXTEEN_BYTE_ALIGNMENT)
_webgl2_padding_16b: u32 ,
}

Functions

fragment

#
@fragment
Calculates the final color of each pixel on the screen
fn fragment (
input: VertexOutput
) ->
@location(0)
vec4<f32>

simplex_noise_2d

#

Note that usually sampling the noise from a prebaked texture is better for performance. However, to avoid increasing the size of the bevy git repository, we generate the noise in the shader.

fn simplex_noise_2d (
v: vec2<f32>
) -> f32

fbm_simplex_2d

#

Fractional brownian motion using simplex noise. This approach makes the noise look more detailed.

fn fbm_simplex_2d (
pos: vec2<f32>
) -> f32

permute_3_

#
fn permute_3_ (
x: vec3<f32>
) -> vec3<f32>
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