Advanced search tips: use spaces to require multiple terms (AND), | for alternatives (OR), wrap phrases in quotes (="a b"), =term for exact match, 'term to include, !term to exclude, ^term to match prefix, !^term to exclude prefix, .ext$ to match suffix, and !.ext$ to exclude suffix.

background_motion_vectors.wgsl

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>