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bevy_core_pipeline
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copy_deferred_lighting_id.wesl
Save
Bindings
material_id_texture
#
@
group
(
0
)
@
binding
(
0
)
var
material_id_texture:
texture_2d
<
u32
>
Structures
FragmentOutput
#
struct
FragmentOutput
{
@
builtin
(
frag_depth
)
frag_depth:
f32
,
}
Functions
fragment
#
@fragment
Calculates the final color of each pixel on the screen
fn
fragment
(
in:
FullscreenVertexOutput
)
->
FragmentOutput
Contents
Bindings
material_id_texture
Structures
FragmentOutput
Functions
fragment