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skybox.wgsl

Bindings

sky_texture

#
@group(2)
@binding(0)
var sky_texture: texture_cube<f32>

sky_sampler

#
@group(2)
@binding(1)
var sky_sampler: sampler

Functions

dither

#

Shader defs requirments:

🟢 DITHER

fn dither (
frag_coord: vec2<f32>
) -> vec3<f32>

fragment

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