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Bindings

view

#
@group(0)
@binding(0)
var<uniform> view: View

previous_view

#
@group(0)
@binding(1)
var<uniform> previous_view: PreviousViewUniforms

Structures

PreviousViewUniforms

#
struct PreviousViewUniforms {
view_from_world: mat4x4<f32>,
clip_from_world: mat4x4<f32>,
clip_from_view: mat4x4<f32>,
world_from_clip: mat4x4<f32>,
view_from_clip: mat4x4<f32>,
}

Functions

fragment

#
@fragment
Calculates the final color of each pixel on the screen

The fullscreen vertex outputs z=0.0, which equals the cleared depth at sky pixels in reversed-Z. The GreaterEqual depth test passes only where depth == 0, so this only writes to pixels untouched by geometry.

fn fragment ( ) ->
@location(1)
vec4<f32>
Contents