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gradient.wgsl

Bindings

gradient

#
@group(0)
@binding(0)
var<uniform> gradient: Gradient

image

#
@group(1)
@binding(0)
var image: texture_storage_2d_array<rgba16float, write>

Structures

Gradient

#
struct Gradient {
horizon: vec4<f32> ,
ground: vec4<f32> ,
}

Functions

render_gradient

#
fn render_gradient ( ) -> vec3<f32>

main

#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(8, 8, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
fn main (
@builtin(global_invocation_id)
invocation_id: vec3<u32>
@builtin(num_workgroups)
num_workgroups: vec3<u32>
)